I am trying to create a high level API with sharpdx. It has to be able to draw, but I am stuck on how to make it work with multiple Draw calls at the same time.
This is how I call the class
DirectXFinalD d33d = new DirectXFinalD();
Here I create a new object of the type viereck(rectangle)
Viereck viereck = new Viereck(0, 0, 0.2, 0.1, myBrush, myBrush, 1, false);
Here I pass the object to the class
d33d.DrawDirectX(viereck);
And it already works, but the problem is, I want it to be able that you can pass more objects at any given time, and let them be drawn.
I already tried to always update the vertexbuffer and always += the vertices, but the problem is that different shapes need different topologies. Here is the class:
namespace DrawHost
{
public class DirectXFinalD : DrawHost.DirectXBaseD<D3D11>, IDrawable
{
;
public DirectXFinalD(IDrawable objectToDraw = null, DataStream stream = null)
{
this.objectToDraw = objectToDraw;
if (stream == null)
stream = new DataStream(32 * 612500, true, true);
else
this.stream = stream;
}
protected override void Attach()
{
#region Shader
if (Renderer == null)
return;
device = Renderer.Device;
context = device.ImmediateContext;
// Compile Vertex and Pixel shaders
vertexShaderByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "VS", "vs_4_0", ShaderFlags.None, EffectFlags.None);
vertexShader = new VertexShader(device, vertexShaderByteCode);
pixelShaderByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "PS", "ps_4_0", ShaderFlags.None, EffectFlags.None);
pixelShader = new PixelShader(device, pixelShaderByteCode);
// Layout from VertexShader input signature
layout = new InputLayout(device, ShaderSignature.GetInputSignature(vertexShaderByteCode), new[] {
new InputElement("POSITION",0,Format.R32G32B32A32_Float,0,0),
new InputElement("COLOR",0,Format.R32G32B32A32_Float,16,0)
});
#endregion
if (objectToDraw == null) { }
else
{
float r = 0;
float g = 0;
float b = 0;
switch (objectToDraw.ToString())
{
#region Dreieck
case "Dreieck":
Dreieck dreieck = (Dreieck)objectToDraw;
topology = PrimitiveTopology.TriangleStrip;
ConvertColor(ref r, ref g, ref b, ((System.Windows.Media.SolidColorBrush)dreieck.Color).Color);
streamList.Add(new Vector4((Convert.ToSingle(dreieck.X)), (Convert.ToSingle(dreieck.Y) / 10), 0f, 1.0f)); streamList.Add(new Vector4(r, g, b, 1.0f));
streamList.Add(new Vector4(((Convert.ToSingle(dreieck.X) + Convert.ToSingle(dreieck.Width))), -(Convert.ToSingle(dreieck.Y)), 0f, 1.0f)); streamList.Add(new Vector4(r, g, b, 1.0f));
streamList.Add(new Vector4(-(Convert.ToSingle(dreieck.X)), -((Convert.ToSingle(dreieck.Y) + Convert.ToSingle(dreieck.Height) )), 0f, 1.0f)); streamList.Add(new Vector4(r, g, b, 1.0f));
break;
#endregion
#region Viereck
case "Viereck":
Viereck viereck = (Viereck)objectToDraw;
topology = PrimitiveTopology.TriangleStrip;
ConvertColor(ref r, ref g, ref b, ((System.Windows.Media.SolidColorBrush)viereck.Color).Color);
streamList.Add(new Vector4((Convert.ToSingle(viereck.X)), (Convert.ToSingle(viereck.Y)), 0f, 1.0f)); streamList.Add(new Vector4(r, g, b, 1.0f));// ok
streamList.Add(new Vector4(((Convert.ToSingle(viereck.X))), (Convert.ToSingle(viereck.Y) + Convert.ToSingle(viereck.Height)), 0f, 1.0f)); streamList.Add(new Vector4(r, g, b, 1.0f));// ok
streamList.Add(new Vector4((Convert.ToSingle(viereck.X) + Convert.ToSingle(viereck.Width)), (Convert.ToSingle(viereck.Y) ), 0f, 1.0f)); streamList.Add(new Vector4(r, g, b, 1.0f));// ok
streamList.Add(new Vector4((Convert.ToSingle(viereck.X) + Convert.ToSingle(viereck.Width)), ((Convert.ToSingle(viereck.Y) + Convert.ToSingle(viereck.Height))), 0f, 1.0f)); streamList.Add(new Vector4(r, g, b, 1.0f));// ok
break;
#endregion
#region Kreis
case "Kreis":
topology = PrimitiveTopology.Undefined;
Kreis kreis = (Kreis)objectToDraw;
ConvertColor(ref r, ref g, ref b, ((System.Windows.Media.SolidColorBrush)kreis.Color).Color);
for (float j = 0; j <= 360; j++)
{
for (double i = 0; i <= 360; i++) //254
{
double rad = i * (Math.PI / 180);
float x = (float)Math.Cos(rad) * ((float)kreis.Width / 2);
float y = (float)Math.Sin(rad) * ((float)kreis.Height / 2);
streamList.Add(new Vector4(x , y, 0f, 1.0f)); streamList.Add(new Vector4(r, g, b, 1.0f));
}
}
break;
#endregion
};
foreach (Vector4 a in streamList)
{
stream.WriteRange(new[] { a });
}
stream.Position = 0;
streamGV streamGV = new streamGV(stream);
//streamGV.GetList(streamList);
//streamList = null;
GC.Collect();
}
vertices = new Buffer(device, stream, new BufferDescription()
{
BindFlags = BindFlags.VertexBuffer,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None,
SizeInBytes = (int)stream.Length,
Usage = ResourceUsage.Default,
StructureByteStride = 0,
});
stream.Dispose();
// Prepare All the stages
context.InputAssembler.InputLayout = (layout);
context.InputAssembler.PrimitiveTopology = topology;
context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 32, 0));
context.VertexShader.Set(vertexShader);
context.PixelShader.Set(pixelShader);
}
public override void RenderScene(DrawEventArgs args)
{
Renderer.Device.ImmediateContext.ClearRenderTargetView(Renderer.RenderTargetView, new Color4(0.6f, 0, 0, 0));
Renderer.Device.ImmediateContext.Draw((int)stream.Length, 0);
return;
}
public override void Case(DXElement dxviewer)
{
dxviewer11 = dxviewer;
}
public override void DrawDirectX(IDrawable objectToDraw)
{
this.objectToDraw = objectToDraw;
//dxviewer11.Renderer = new Scene_11();
//Renderer = new D3D11();
stream = new DataStream(32 * 612500, true, true);
streamGV strean = new streamGV();
dxviewer11.Renderer = new DirectXFinalD(objectToDraw, stream) { Renderer = new D3D11() };
}
private void ConvertColor(ref float r, ref float g, ref float b, System.Windows.Media.Color color)
{
r = (float)(color.R * 255);
g = (float)(color.G * 255);
b = (float)(color.B * 255);
}
}
How can I make it possible to draw all of them at the same time? I am using sharpdx as my renderform. One problem is that I always have to change the topology, for example triangle needs trianglelistbut for the circle I use Linestrip. Any help would be appreciated
As I can see you're calling the Attach ones. In this attach method you're only creating 1 vertex buffer, with a mesh depending on objectToDraw.
You should decouple you shader compilation code and your vertexbuffer setup.
You could create a class that will manage the vertexbuffer and 'knows' how to draw the mesh.
For example: (PSEUDO)
[StructLayout(LayoutKind.Sequential)]
public struct Vertex
{
public const int Stride = 16 + 16;
public Vector4 Pos;
public Color4 Color;
}
public class Mesh
{
private Vertex[] _vertices;
private int[] _indices;
private SharpDX.Direct3D11.Buffer _indexBuffer;
private SharpDX.Direct3D11.Buffer _vertexBuffer;
private VertexBufferBinding _vertexBufferBinding;
public Mesh(Vertex[] vertices, int[] indices)
{
// save the vertices in a field
_vertices = value;
var vbd = new BufferDescription(
SharpDX.Utilities.SizeOf<Vertex>() * _vertices.Length,
ResourceUsage.Immutable,
BindFlags.VertexBuffer,
CpuAccessFlags.None,
ResourceOptionFlags.None,
0);
// setup the vertex buffer
_vertexBuffer = SharpDX.Direct3D11.Buffer.Create<Vertex>(DX11.Device, _vertices, vbd);
// create the binding
_vertexBufferBinding = new VertexBufferBinding(_vertexBuffer, Vertex.Stride, 0);
_indices = value;
var ibd = new BufferDescription(
sizeof(int) * _indices.Length,
ResourceUsage.Immutable,
BindFlags.IndexBuffer,
CpuAccessFlags.None,
ResourceOptionFlags.None,
0);
// setup the index buffer
_indexBuffer = SharpDX.Direct3D11.Buffer.Create<int>(DX11.Device, _indices, ibd);
}
// the SelectBuffers will select the right vertex buffer.
// this could be combined with the Draw method, but I rather not
// You should call this ones even when you draw multiple the same mesh.
public void SelectBuffers()
{
DX11.Device.ImmediateContext.InputAssembler.SetVertexBuffers(0, _vertexBufferBinding);
DX11.Device.ImmediateContext.InputAssembler.SetIndexBuffer(_indexBuffer, SharpDX.DXGI.Format.R32_UInt, 0);
}
public void Draw()
{
DX11.Device.ImmediateContext.DrawIndexed(_indices.Length, 0, 0);
}
}
List<Mesh> _meshes = new List<Mesh>();
public void SetupShaders()
{
vertexShaderByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "VS", "vs_4_0", ShaderFlags.None, EffectFlags.None);
vertexShader = new VertexShader(device, vertexShaderByteCode);
pixelShaderByteCode = ShaderBytecode.CompileFromFile("MiniTri.fx", "PS", "ps_4_0", ShaderFlags.None, EffectFlags.None);
...... etc
}
public Mesh SetupMesh(object objectToDraw)
{
switch(.....)
{
// .. implement your beautiful switch ;-)
}
return new Mesh(vertices, indices);
}
public void Init()
{
SetupShaders();
_meshes.Add(SetupMesh(new Dreieck(.....)));
_meshes.Add(SetupMesh(new Viereck(.....)));
_meshes.Add(SetupMesh(new Kreis(.....)));
}
public override void RenderScene(DrawEventArgs args)
{
Renderer.Device.ImmediateContext.ClearRenderTargetView(Renderer.RenderTargetView, new Color4(0.6f, 0, 0, 0));
foreach(var mesh in _meshes)
{
mesh.SelectBuffers();
mesh.Draw();
}
return;
}
Something like that...
Related
I am doing image processing so that I am finding contours in the image. What I need is the centroid pixel number of the found contour in the image. To find the pixel number I am using the code given below.
After finding the pixel number I want to show it in the text boxes as x and y coordinates. But the code is not working.
Please help me. What is wrong?
VectorOfVectorOfPoint contours = new VectorOfVectorOfPoint();
CvInvoke.FindContours(cannyImage, contours, null, Emgu.CV.CvEnum.RetrType.External, Emgu.CV.CvEnum.ChainApproxMethod.ChainApproxSimple);
var cannyOut = cannyImage.ToImage<Bgr, byte>();
//CvInvoke.DrawContours(cannyOut, contours, 2, new MCvScalar(255, 0, 0),2);
VectorOfPoint approx = new VectorOfPoint();
Dictionary<int, double> shapes = new Dictionary<int, double>();
for (int i = 0; i < contours.Size; i++)
{
approx.Clear();
double perimeter = CvInvoke.ArcLength(contours[i], true);
CvInvoke.ApproxPolyDP(contours[i], approx, 0.04 * perimeter, true);
double area = CvInvoke.ContourArea(contours[i]);
if (approx.Size > 4)
{
shapes.Add(i, area);
}
}
if (shapes.Count > 0)
{
var sortedShapes = (from item in shapes
orderby item.Value ascending
select item).ToList();
for (int i = 0; i < sortedShapes.Count; i++)
{
CvInvoke.DrawContours(cannyOut, contours, sortedShapes[i].Key, new MCvScalar(255, 0, 0), 2);
var moments = CvInvoke.Moments(contours[sortedShapes[i].Key]);
int x = (int)(moments.M10 / moments.M00);
int y = (int)(moments.M01 / moments.M00);
CvInvoke.PutText(cannyOut, (i + 1).ToString(), new Point(x, y), Emgu.CV.CvEnum.FontFace.HersheyTriplex, 1.0,
new MCvScalar(255, 0, 0), 2);
//CvInvoke.PutText(cannyOut, sortedShapes[i].Value.ToString(), new Point(x, y - 30), Emgu.CV.CvEnum.FontFace.HersheyTriplex, 1.0,
// new MCvScalar(255, 0, 0), 2);
textBox1.Text = x.ToString();
textBox2.Text = y.ToString();
}
}
To find the centroid of a shape you need to split it into many triangles first.
Then for each triangle with vertices A, B, C you do the summation weighted by the area of the triangle just as so
static void Main(string[] args)
{
var shape = new List<Triangle>();
// fill shape with triangles
float area = 0f;
Vector2 centroid = Vector2.Zero;
foreach (var triangle in shape)
{
float trig_area = triangle.Area;
Vector2 trig_cen = triangle.Centroid;
area += trig_area;
centroid += trig_area * trig_cen;
}
centroid /= area;
}
For reference, a 2D triangle has the following properties
public readonly struct Triangle
{
public Triangle(Vector2 a, Vector2 b, Vector2 c) : this()
{
A = a;
B = b;
C = c;
}
public Vector2 A { get; }
public Vector2 B { get; }
public Vector2 C { get; }
public float Area { get => (Cross(A, B) + Cross(B, C) + Cross(C, A)) / 2; }
public Vector2 Centroid { get => (A + B + C) / 3; }
// helper function
static float Cross(Vector2 a, Vector2 b) => a.X * b.Y - a.Y * b.X;
}
I am learning to program a game engine which is why I followed a tutorial, with that tutorial I have gotten this far and even though my code is identical to theirs (theirs did work in the videos) its not working the way it is meant to. The triangle stays black no matter what. There is not any errors.
Main Program Script:
using System;
using OpenTK.Mathematics;
using OpenTK.Windowing.Desktop;
using OpenTK.Windowing.Common;
using System.Drawing;
using OpenTK.Graphics.OpenGL4;
using System.IO;
namespace Game_Engine
{
public static class Program
{
static void Main(string[] args)
{
Console.WriteLine("Hello World!");
GameWindowSettings gws = GameWindowSettings.Default;
NativeWindowSettings nws = NativeWindowSettings.Default;
gws.IsMultiThreaded = false;
gws.RenderFrequency = 60;
gws.UpdateFrequency = 60;
nws.APIVersion = Version.Parse("4.1.0");
nws.AutoLoadBindings = true;
nws.Size = new Vector2i(1280, 720);
nws.Title = "Horizon";
GameWindow window = new GameWindow(gws, nws);
window.UpdateFrame += (FrameEventArgs args) => {
};
ShaderProgram shaderProgram = new ShaderProgram(){id = 0};
window.Load += () =>
{
Console.WriteLine("Hello");
ShaderProgram shaderProgram = LoadShaderProgram("../../../../vertex_shader.glsl", "../../../../fragment_shader.glsl");
};
window.RenderFrame += (FrameEventArgs args) =>
{
GL.UseProgram( shaderProgram.id );
GL.ClearColor(1.0f, 0.0f, 0.0f, 0.0f);
GL.Clear(ClearBufferMask.ColorBufferBit);
float[] verts = { -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f, 0.0f, 0.5f, 0.0f };
float[] color = { 1f, 0, 0, 0, 1f ,0 ,0, 0, 1f };
int vao = GL.GenVertexArray();
int vertices = GL.GenBuffer();
int colors = GL.GenBuffer();
GL.BindVertexArray(vao);
GL.BindBuffer(BufferTarget.ArrayBuffer, vertices);
GL.BufferData( BufferTarget.ArrayBuffer, verts.Length * sizeof(float), verts, BufferUsageHint.StaticCopy);
GL.EnableVertexAttribArray( 0 );
GL.VertexAttribPointer( 0, 3, VertexAttribPointerType.Float, false, 0, 0 );
GL.BindBuffer(BufferTarget.ArrayBuffer, colors);
GL.BufferData(BufferTarget.ArrayBuffer, color.Length * sizeof(float), color, BufferUsageHint.StaticCopy);
GL.EnableVertexAttribArray(1);
GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 0, 0);
GL.DrawArrays(PrimitiveType.Triangles, 0, 3);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindVertexArray(0);
GL.DeleteBuffer(vertices);
GL.DeleteBuffer(colors);
GL.DeleteVertexArray( vao );
window.SwapBuffers();
};
window.Run();
}
private static Shader LoadShader(string shaderLocation, ShaderType type)
{
int shaderId = GL.CreateShader( type );
GL.ShaderSource( shaderId, File.ReadAllText( shaderLocation ) );
GL.CompileShader( shaderId );
string infoLog = GL.GetShaderInfoLog( shaderId );
if (!string.IsNullOrEmpty(infoLog))
{
throw new Exception(infoLog);
}
return new Shader() { id = shaderId };
}
private static ShaderProgram LoadShaderProgram( string vertextShaderLocation, string fragmentShaderLocation)
{
int shaderProgramId = GL.CreateProgram();
Shader vertextShader = LoadShader(vertextShaderLocation, ShaderType.VertexShader);
Shader fragmentShader = LoadShader(fragmentShaderLocation, ShaderType.FragmentShader);
GL.AttachShader(shaderProgramId, vertextShader.id);
GL.AttachShader(shaderProgramId, fragmentShader.id);
GL.LinkProgram(shaderProgramId);
GL.DetachShader(shaderProgramId, vertextShader.id);
GL.DetachShader(shaderProgramId, fragmentShader.id);
GL.DeleteShader(vertextShader.id);
GL.DeleteShader(fragmentShader.id);
string infoLog = GL.GetProgramInfoLog(shaderProgramId);
if (!string.IsNullOrEmpty(infoLog))
{
throw new Exception(infoLog);
}
return new ShaderProgram() { id = shaderProgramId };
}
public struct Shader
{
public int id;
}
public struct ShaderProgram
{
public int id;
}
}
}
Fragment Shader (in glsl):
#version 400
in vec3 color_in;
out vec4 color_out;
void main(){
color_out = vec4(color_in.r, color_in.g, color_in.b, 1);
}
VertexShader (in glsl):
#version 330
layout(location = 0) in vec3 vPosition;
layout(location = 1) in vec3 vColors;
out vec3 color_in;
void main() {
color_in = vColors;
gl_Position = vec4( vPosition, 1.0 );
}
I have tried everything I could with my very limited knowledge of OpenTK and nothing has changed. I have searched on the web and for answer they still have not helped
You actually assign the shader program to a local variable in the event callback function's scope. You need to assign it to the variable in scope of Main:
ShaderProgram shaderProgram = new ShaderProgram() { id = 0 };
window.Load += () =>
{
Console.WriteLine("Hello");
// ShaderProgram shaderProgram = LoadShaderProgram("../../../../vertex_shader.glsl", "../../../../fragment_shader.glsl");
shaderProgram = LoadShaderProgram("../../../../vertex_shader.glsl", "../../../../fragment_shader.glsl");
};
Im trying to follow this tut here http://neokabuto.blogspot.com/2014/07/opentk-tutorial-6-part-3-putting-it-all.html (backup http://web.archive.org/web/20190125230120/http://neokabuto.blogspot.com/2014/07/opentk-tutorial-6-part-3-putting-it-all.html) But I have been threw the code like a hundred times but I still keep getting black cubes :(.
Heres a download link for my hole project https://mega.nz/folder/t8NAxDRJ#MEIlwc96FZEPi_pUuB2xaA
heres what it looks like
Heres my main script, maby the errors in that?
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
using OpenTK;
//using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using System.IO;
using OpenTK.Input;
using System.Windows.Media.Imaging;
using System.Drawing.Imaging;
//using System.Windows.Input;
namespace OpenTKTutorial1
{
class Game: GameWindow
{
public Game() : base(1000,500, new OpenTK.Graphics.GraphicsMode(32,24,0,4))
{
}
//Just like we had a Dictionary to allow us to use strings to
//organize our shaders, we'll use another to keep track of our
//texture IDs. Add this to the Game class:
Dictionary<string, int> textures = new Dictionary<string, int>();
Vector2[] texcoorddata;
Camera cam;
Vector2 lastMousePos = new Vector2();
float time = 0.0f;
int ibo_elements;
Dictionary<string, ShaderProgram> shaders = new Dictionary<string, ShaderProgram>();
string activeShader = "default";
Vector3[] vertdata;
Vector3[] coldata;
List<Volume> objects = new List<Volume>();
int[] indicedata;
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
cam = new Camera();
initProgram();
Title = "Hello OpenTK!";
GL.ClearColor(Color.CornflowerBlue);
GL.PointSize(5f);
}
void initProgram()
{
lastMousePos = new Vector2(Mouse.X, Mouse.Y);
GL.GenBuffers(1, out ibo_elements);
shaders.Add("default", new ShaderProgram("Shaders/vs.glsl", "Shaders/fs.glsl", true));
shaders.Add("textured", new ShaderProgram("Shaders/vs_tex.glsl", "Shaders/fs_tex.glsl", true));
activeShader = "textured";
textures.Add("pictures/opentksquare.png", loadImage("pictures/opentksquare.png"));
textures.Add("pictures/opentksquare2.png", loadImage("pictures/opentksquare2.png"));
TexturedCube tc = new TexturedCube();
tc.TextureID = textures["pictures/opentksquare.png"];
objects.Add(tc);
TexturedCube tc2 = new TexturedCube();
tc2.Position += new Vector3(1f, 1f, 1f);
tc2.TextureID = textures["pictures/opentksquare2.png"];
objects.Add(tc2);
cam.Position += new Vector3(0f, 0f, 3f);
}
protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(e);
GL.Viewport(0, 0, Width, Height);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.Enable(EnableCap.DepthTest);
shaders[activeShader].EnableVertexAttribArrays();
int indiceat = 0;
foreach (Volume v in objects)
{
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, v.TextureID);
GL.UniformMatrix4(shaders[activeShader].GetUniform("modelview"), false, ref v.ModelViewProjectionMatrix);
if (shaders[activeShader].GetUniform("maintexture") != -1)
{
GL.Uniform1(shaders[activeShader].GetUniform("maintexture"), 0);
}
GL.DrawElements(BeginMode.Triangles, v.IndiceCount, DrawElementsType.UnsignedInt, indiceat * sizeof(uint));
indiceat += v.IndiceCount;
}
shaders[activeShader].DisableVertexAttribArrays();
GL.Flush();
SwapBuffers();
}
private void ProcessInput()
{
if(OpenTK.Input.Keyboard.GetState().IsKeyDown(Key.Escape))
{
Exit();
}
if (OpenTK.Input.Keyboard.GetState().IsKeyDown(Key.W))
{
cam.Move(0f, 0.1f, 0f);
}
if (OpenTK.Input.Keyboard.GetState().IsKeyDown(Key.S))
{
cam.Move(0f, -0.1f, 0f);
}
if (OpenTK.Input.Keyboard.GetState().IsKeyDown(Key.A))
{
cam.Move(-0.1f, 0f, 0f);
}
if (OpenTK.Input.Keyboard.GetState().IsKeyDown(Key.D))
{
cam.Move(0.1f, 0f, 0f);
}
if (OpenTK.Input.Keyboard.GetState().IsKeyDown(Key.Q))
{
cam.Move(0f, 0f, 0.1f);
}
if (OpenTK.Input.Keyboard.GetState().IsKeyDown(Key.E))
{
cam.Move(0f, 0f, -0.1f);
}
if (Focused)
{
Vector2 delta = lastMousePos - new Vector2(OpenTK.Input.Mouse.GetState().X, OpenTK.Input.Mouse.GetState().Y);
lastMousePos += delta;
cam.AddRotation(delta.X, delta.Y);
lastMousePos = new Vector2(OpenTK.Input.Mouse.GetState().X, OpenTK.Input.Mouse.GetState().Y);
}
}
protected override void OnUpdateFrame (FrameEventArgs e){
time += (float)e.Time;
ProcessInput();
// base.OnUpdateFrame();
Vector2[] texcoorddata;
List<Vector3> verts = new List<Vector3>();
List<int> inds = new List<int>();
List<Vector3> colors = new List<Vector3>();
List<Vector2> texcoords = new List<Vector2>();
int vertcount = 0;
foreach (Volume v in objects)
{
verts.AddRange(v.GetVerts().ToList());
inds.AddRange(v.GetIndices(vertcount).ToList());
colors.AddRange(v.GetColorData().ToList());
texcoords.AddRange(v.GetTextureCoords());
texcoorddata = texcoords.ToArray();
// texcoords.AddRange(v.GetTextureCoords());
vertcount += v.VertCount;
}
vertdata = verts.ToArray();
indicedata = inds.ToArray();
coldata = colors.ToArray();
texcoorddata = texcoords.ToArray();
GL.BindBuffer(BufferTarget.ArrayBuffer, shaders[activeShader].GetBuffer("vPosition"));
GL.BufferData<Vector3>(BufferTarget.ArrayBuffer, (IntPtr)(vertdata.Length * Vector3.SizeInBytes), vertdata, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(shaders[activeShader].GetAttribute("vPosition"), 3, VertexAttribPointerType.Float, false, 0, 0);
if (shaders[activeShader].GetAttribute("vColor") != -1)
{
GL.BindBuffer(BufferTarget.ArrayBuffer, shaders[activeShader].GetBuffer("vColor"));
GL.BufferData<Vector3>(BufferTarget.ArrayBuffer, (IntPtr)(coldata.Length * Vector3.SizeInBytes), coldata, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(shaders[activeShader].GetAttribute("vColor"), 3, VertexAttribPointerType.Float, true, 0, 0);
}
if (shaders[activeShader].GetAttribute("texcoord") != -1)
{
GL.BindBuffer(BufferTarget.ArrayBuffer, shaders[activeShader].GetBuffer("texcoord"));
GL.BufferData<Vector2>(BufferTarget.ArrayBuffer, (IntPtr)(texcoorddata.Length * Vector2.SizeInBytes), texcoorddata, BufferUsageHint.StaticDraw);
GL.VertexAttribPointer(shaders[activeShader].GetAttribute("texcoord"), 2, VertexAttribPointerType.Float, true, 0, 0);
}
// objects[0].Position = new Vector3(0.3f, -0.5f + (float) Math.Sin(time), -3.0f);
objects[0].Rotation = new Vector3(0.55f * time, 0.25f * time, 0);
objects[0].Scale = new Vector3(1, 1, 1);
objects[1].Position = new Vector3(-5f, 0.5f + (float)Math.Cos(time), -2.0f);
objects[1].Rotation = new Vector3(-0.25f * time, -0.35f * time, 0);
objects[1].Scale = new Vector3(2, 1, 2);
foreach (Volume v in objects)
{
v.CalculateModelMatrix();
v.ViewProjectionMatrix = cam.GetViewMatrix() * Matrix4.CreatePerspectiveFieldOfView(1.3f, ClientSize.Width / (float)ClientSize.Height, 1.0f, 40.0f);
v.ModelViewProjectionMatrix = v.ModelMatrix * v.ViewProjectionMatrix;
}
//GL.UniformMatrix4(uniform_mview, false, ref mviewdata[0]);
GL.UseProgram(shaders[activeShader].ProgramID);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, ibo_elements);
GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indicedata.Length * sizeof(int)), indicedata, BufferUsageHint.StaticDraw);
}
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
GL.Viewport(ClientRectangle.X, ClientRectangle.Y, ClientRectangle.Width, ClientRectangle.Height);
Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView((float)Math.PI / 4, Width / (float)Height, 1.0f, 64.0f);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadMatrix(ref projection);
}
void loadShader(String filename,ShaderType type, int program, out int address)
{
address = GL.CreateShader(type);
try{
using (StreamReader sr = new StreamReader(filename))
{
GL.ShaderSource(address, sr.ReadToEnd());
}
}
catch (Exception ex){
Console.WriteLine("error loading shader : " + ex);
}
GL.CompileShader(address);
GL.AttachShader(program, address);
Console.WriteLine(GL.GetShaderInfoLog(address));
}
///
///This function will load an image as a bitmap,
/// and then store the data of it in the graphics
/// card's memory. It returns an int, the address
/// of the texture so that we can retrieve the data
/// when we want to draw the texture.
int loadImage(Bitmap image){
int texID = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, texID);
BitmapData data = image.LockBits(new System.Drawing.Rectangle(0, 0, image.Width, image.Height),
ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0,
OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
image.UnlockBits(data);
GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
return texID;
}
int loadImage(string filename)
{
try
{
Bitmap file = new Bitmap(filename);
return loadImage(file);
}
catch (Exception e)
{
Console.WriteLine(e);
return -1;
}
}
}
}
You can see all my referances for the project in the picture
The mistake is very simple. The attribute TextureID exists twice. Fist it is declared in the class Volume:
public abstract class Volume
{
// [...]
public int TextureID;
// [...]
}
Then an attribute with the same name is declared in the class TexturedCube, which is (indirectly) derived from Volume:
public class TexturedCube : Cube
{
// [...]
public int TextureID;
// [...]
}
Hence the 2nd attribute covers the 1st one. Remove the attribute from the class TexturedCube:
By the way, the same applies to the IsTextured and TextureCoordsCount attribute.
I am currently learning OpenGL and I am trying to write simple solar system application similar to the one in tutorial, yet for some reason camera behavior is really weird and I am not sure what is causing this. I want my camera to look at the sun, but all I am getting are some really weird angles of planets or nothing at all, it might not even be pure camera problem. Can somebody tell me what exactly I am doing wrong? I would appreciate some code. If someone is willing to help and prefer to check application instead of reading code here, link is added below.
The camera here will be as close to the tutorial as possible (FPS), but I got also dragging/scrolling system instead of this.
public class Camera
{
private static float eyeX, eyeY, eyeZ;
private static float centerX, centerY, centerZ;
private const float movingSpeed = 0.3f;
private const float rotationSpeed = 0.25f;
private static double i, j, k;
public static float Height { get; set; }
public static float Slope { get; set; }
public void InitCamera()
{
eyeX = 0f;
eyeY = 15f;
eyeZ = 25f;
centerX = 0;
centerY = 2;
centerZ = 0;
Look();
}
public void Look()
{
Gl.MatrixMode(OpenGL.GL_MODELVIEW);
Gl.LoadIdentity();
Gl.LookAt(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, 0, 1, 0);
}
public void UpdateDirVector()
{
i = -Math.Sin(((double)Slope).ToRadians());
j = Math.Sin(((double)Height).ToRadians());
k = Math.Cos(((double)Slope).ToRadians());
centerX = eyeX - (float)i;
centerY = eyeY - (float)j;
centerZ = eyeZ - (float)k;
}
public static void CenterMouse()
{
if (GlCenter == null)
return;
var pos = (Point) GlCenter;
WinApi.SetCursorPos((int)Math.Round(pos.X), (int)Math.Round(pos.Y));
}
public void Update(int pressedButton)
{
if (GlCenter == null)
return;
var pos = (Point)GlCenter;
var halfHeight = GlHeight / 2;
var halfWidth = GlWidth / 2;
var position = new Pointer();
WinApi.GetCursorPos(ref position);
var diffX = (float)pos.X - position.x;
var diffY = (float)pos.Y - position.y;
if (position.y < halfHeight)
Height -= rotationSpeed * diffY;
else if (position.y > halfHeight)
Height += rotationSpeed * -diffY;
if (position.x < halfWidth)
Slope += rotationSpeed * -diffX;
else if (position.x > halfWidth)
Slope -= rotationSpeed * diffX;
UpdateDirVector();
CenterMouse();
if (pressedButton == 1) // LPM
{
eyeX -= (float)i * movingSpeed;
eyeY -= (float)j * movingSpeed;
eyeZ -= (float)k * movingSpeed;
}
else if (pressedButton == -1) // PPM
{
eyeX += (float)i * movingSpeed;
eyeY += (float)j * movingSpeed;
eyeZ += (float)k * movingSpeed;
}
Look();
}
}
Planet.cs:
public class Planet
{
private readonly PlanetTypes _planetType;
private readonly Position _position;
private float _orbitAngle;
private readonly float _sizeRadius;
private readonly float _velocity;
private readonly string _texturePath;
private uint _list;
private float _rotationAngle;
public Planet(float radius, PlanetTypes planetType, Position position, string texturePath, bool hasMoon)
{
_sizeRadius = radius;
_planetType = planetType;
_position = position;
_orbitAngle = Rng.Next(360);
_velocity = (float)Rng.NextDouble() * 0.3f;
_texturePath = texturePath;
}
public void Create()
{
var quadric = Gl.NewQuadric();
Gl.QuadricNormals(quadric, OpenGL.GLU_SMOOTH);
Gl.QuadricTexture(quadric, (int) OpenGL.GL_TRUE);
_list = Gl.GenLists(1);
Gl.NewList(_list, OpenGL.GL_COMPILE);
Gl.PushMatrix();
Gl.Rotate(270, 1, 0, 0);
Gl.Sphere(quadric, _sizeRadius, 32, 32);
Gl.PopMatrix();
Gl.EndList();
}
public void DrawOrbit()
{
Gl.Begin(OpenGL.GL_LINE_STRIP);
for (var i = 0; i <= 360; i++)
Gl.Vertex(_position.X * (float)Math.Sin(i * Math.PI / 180), 0, _position.X * (float)Math.Cos(i * Math.PI / 180));
Gl.End();
}
public void Draw()
{
DrawOrbit();
LoadTexture($"{_texturesPath}{_texturePath}");
Gl.PushMatrix();
_orbitAngle += _velocity;
_rotationAngle += 0.6f;
Gl.Rotate(_orbitAngle, 0, 1, 0);
Gl.Translate(-_position.X, -_position.Y, -_position.Z);
Gl.Rotate(_rotationAngle, 0, 1, 0);
Gl.CallList(_list);
Gl.PopMatrix();
}
}
Sun.cs
public class Sun
{
private uint _list;
private float _rotation;
private readonly string _texturePath;
public Sun(string texturePath)
{
_texturePath = texturePath;
}
public void Create()
{
var quadratic = Gl.NewQuadric();
Gl.QuadricNormals(quadratic, OpenGL.GLU_SMOOTH);
Gl.QuadricTexture(quadratic, (int)OpenGL.GL_TRUE);
_list = Gl.GenLists(1);
Gl.NewList(_list, OpenGL.GL_COMPILE);
Gl.PushMatrix();
Gl.Rotate(90, 1, 0, 0);
Gl.Sphere(quadratic, 3, 32, 32);
Gl.PopMatrix();
Gl.EndList();
}
public void Draw()
{
LoadTexture($"{_texturesPath}{_texturePath}");
Gl.PushMatrix();
_rotation += 0.05f;
Gl.Rotate(_rotation, 0, 1, 0);
Gl.CallList(_list);
Gl.PopMatrix();
}
}
Stars.cs
public class Stars
{
private readonly List<Position> starPositions = new List<Position>();
public void CreateStars(int amount)
{
var count = 0;
while (count <= amount)
{
var p = default(Position);
p.X = Rng.Next(110) * (float)Math.Pow(-1, Rng.Next());
p.Z = Rng.Next(110) * (float)Math.Pow(-1, Rng.Next());
p.Y = Rng.Next(110) * (float)Math.Pow(-1, Rng.Next());
if (!(Math.Pow(Math.Pow(p.X, 2) + Math.Pow(p.Y, 2) + Math.Pow(p.Z, 2), 1 / 3f) > 15))
continue;
starPositions.Add(p);
count++;
}
}
public void Draw()
{
Gl.Begin(OpenGL.GL_POINTS);
Gl.Color(1, 1, 1);
Gl.PointSize(3);
foreach (var starPos in starPositions)
Gl.Vertex(starPos.X, starPos.Y, starPos.Z);
Gl.End();
}
}
SolarSystem.cs (basically a collection of everything above, enums aren't necessary, I left them cause they might be useful in the future)
public class SolarSystem
{
public static Random Rng { get; } = new Random();
private readonly Stars _stars;
private readonly Sun _sun;
private readonly List<Planet> _planets;
public SolarSystem()
{
Camera = new Camera();
_stars = new Stars();
_sun = new Sun("sun.bmp");
_planets = new List<Planet>();
}
public void CreateScene()
{
_planets.Add(new Planet(0.5f, PlanetTypes.Mercury, new Position(5, 0, 0), "mercury.bmp", false)); // tylko tutaj pliki, wszedzie indziej przeksztaĆcone na .bmp
_planets.Add(new Planet(0.7f, PlanetTypes.Venus, new Position(11, 0, 0), "venus.bmp", false));
_planets.Add(new Planet(1, PlanetTypes.Earth, new Position(15, 0, 0), "earth.bmp", true));
_planets.Add(new Planet(1, PlanetTypes.Mars, new Position(22, 0, 0), "mars.bmp", false));
_planets.Add(new Planet(1.5f, PlanetTypes.Jupiter, new Position(28, 0, 0), "jupiter.bmp", false));
_planets.Add(new Planet(1.2f, PlanetTypes.Saturn, new Position(35, 0, 0), "saturn.bmp", false));
_planets.Add(new Planet(1.2f, PlanetTypes.Uranus, new Position(41, 0, 0), "uranus.bmp", false));
_planets.Add(new Planet(1.2f, PlanetTypes.Neptune, new Position(51, 0, 0), "neptune.bmp", false));
_planets.Add(new Planet(1.2f, PlanetTypes.Pluto, new Position(60, 0, 0), "pluto.bmp", false));
_stars.CreateStars(500);
_sun.Create();
foreach (var planet in _planets)
planet.Create();
}
public Camera Camera { get; }
public void DrawScene()
{
_stars.Draw();
_sun.Draw();
foreach (var planet in _planets)
planet.Draw();
}
public enum PlanetTypes
{
Mercury,
Venus,
Earth,
Mars,
Jupiter,
Saturn,
Neptune,
Uranus,
Pluto
}
}
API (including pointer position translation, because only this way I was able to center cursor, it will be removed with dragging camera system)):
public static class WinApi
{
[DllImport("GDI32.dll")]
public static extern void SwapBuffers(uint hdc);
[DllImport("user32.dll")]
public static extern void SetCursorPos(int x, int y);
[DllImport("user32.dll")]
public static extern void GetCursorPos(ref Pointer point);
[DllImport("user32.dll")]
public static extern IntPtr GetWindowDC(IntPtr hWnd);
[StructLayout(LayoutKind.Sequential)]
private struct POINT
{
public int X;
public int Y;
}
[DllImport("User32", EntryPoint = "ClientToScreen", SetLastError = true, ExactSpelling = true, CharSet = CharSet.Auto)]
[return: MarshalAs(UnmanagedType.Bool)]
private static extern bool ClientToScreen(
IntPtr hWnd,
ref POINT pt);
[EnvironmentPermission(SecurityAction.LinkDemand, Unrestricted = true)]
public static Point? TransformToScreen(
Point point,
Visual relativeTo)
{
var hwndSource = PresentationSource.FromVisual(relativeTo) as HwndSource;
if (hwndSource == null)
return null;
var root = hwndSource.RootVisual;
// Transform the point from the root to client coordinates.
var transformToRoot = relativeTo.TransformToAncestor(root);
var pointRoot = transformToRoot.Transform(point);
var m = Matrix.Identity;
var transform = VisualTreeHelper.GetTransform(root);
if (transform != null)
{
m = Matrix.Multiply(m, transform.Value);
}
var offset = VisualTreeHelper.GetOffset(root);
m.Translate(offset.X, offset.Y);
var pointClient = m.Transform(pointRoot);
pointClient = hwndSource.CompositionTarget.TransformToDevice.Transform(pointClient);
var pointClientPixels = new POINT();
pointClientPixels.X = (0 < pointClient.X)
? (int)(pointClient.X + 0.5)
: (int)(pointClient.X - 0.5);
pointClientPixels.Y = (0 < pointClient.Y)
? (int)(pointClient.Y + 0.5)
: (int)(pointClient.Y - 0.5);
var pointScreenPixels = pointClientPixels;
if (ClientToScreen(
hwndSource.Handle,
ref pointScreenPixels))
{
return new Point(
pointScreenPixels.X,
pointScreenPixels.Y);
}
return new Point();
}
}
Extensions.cs
public static class Extensions
{
public static double ToDegrees(this double radians)
{
return radians * (180.0 / Math.PI);
}
public static double ToRadians(this double degrees)
{
return Math.PI * degrees / 180.0;
}
}
MainWindow.cs
public partial class MainWindow
{
private DispatcherTimer _dispatcherTimer;
private uint _hdc;
public static string _texturesPath = #"Data\Textures\";
private SolarSystem _solarSystem;
private int _movement;
public static OpenGL Gl { get; private set; }
public static Point? GlCenter { get; private set; }
public static int GlHeight { get; private set; }
public static int GlWidth { get; private set; }
public MainWindow()
{
InitializeComponent();
Loaded += MainWindow_Loaded;
ContentRendered += MainWindow_ContentRendered;
}
private void MainWindow_ContentRendered(object sender, EventArgs e)
{
Gl = openGLControl.OpenGL;
var source = (HwndSource)PresentationSource.FromVisual(openGLControl);
var hWnd = source?.Handle;
if (hWnd != null) _hdc = (uint)hWnd;
_solarSystem = new SolarSystem();
_solarSystem.Camera.InitCamera();
float[] materialAmbient = { 0.5f, 0.5f, 0.5f, 1.0f };
float[] materialDiffuse = { 1f, 1f, 1f, 1.0f };
float[] materialShininess = { 10.0f };
float[] lightPosition = { 0f, 0f, 0f, 1.0f };
float[] lightAmbient = { 0.85f, 0.85f, 0.85f, 0.0f };
Gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_AMBIENT, lightAmbient);
Gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_POSITION, lightPosition);
Gl.Material(OpenGL.GL_FRONT_AND_BACK, OpenGL.GL_SHININESS, materialShininess);
Gl.Material(OpenGL.GL_FRONT_AND_BACK, OpenGL.GL_DIFFUSE, materialDiffuse);
Gl.Material(OpenGL.GL_FRONT_AND_BACK, OpenGL.GL_AMBIENT, materialAmbient);
Gl.Enable(OpenGL.GL_LIGHTING);
Gl.Enable(OpenGL.GL_LIGHT0);
Gl.Enable(OpenGL.GL_DEPTH_TEST);
_solarSystem.CreateScene();
Gl.ClearColor(0, 0, 0, 1);
GlCenter = WinApi.TransformToScreen(new Point(openGLControl.Width / 2, openGLControl.Height / 2), openGLControl);
GlHeight = (int)openGLControl.Height;
GlWidth = (int)openGLControl.Width;
Camera.CenterMouse();
_dispatcherTimer = new DispatcherTimer();
_dispatcherTimer.Tick += DispatcherTimer_Tick;
_dispatcherTimer.Interval = new TimeSpan(0, 0, 0, 0, 1);
_dispatcherTimer.Start();
}
private void DispatcherTimer_Tick(object sender, EventArgs e)
{
Gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
_solarSystem.Camera.Update(_movement);
_solarSystem.DrawScene();
WinApi.SwapBuffers(_hdc);
Gl.Flush();
}
private void OpenGLControl_MouseDown(object sender, MouseButtonEventArgs e)
{
if (e.ChangedButton == MouseButton.Left)
_movement = 1;
else
_movement = -1;
}
private void OpenGLControl_MouseUp(object sender, MouseButtonEventArgs e)
{
_movement = 0;
}
private void Window_KeyDown(object sender, KeyEventArgs e)
{
if (e.Key == Key.C)
{
GlCenter = WinApi.TransformToScreen(new Point(openGLControl.Width / 2, openGLControl.Height / 2), openGLControl); // new Point((int)(Left), (int)(Top));
}
}
public static uint LoadTexture(string filename)
{
if (string.IsNullOrEmpty(filename))
throw new ArgumentException(filename);
Gl.Enable(OpenGL.GL_TEXTURE_2D);
var texture = new uint[1];
var id = texture[0];
Gl.GenTextures(1, texture);
Gl.BindTexture(OpenGL.GL_TEXTURE_2D, id);
var bmp = new Bitmap(filename);
var bmpData = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
Gl.TexImage2D(OpenGL.GL_TEXTURE_2D, 0, 3, bmpData.Width, bmpData.Height, 0, OpenGL.GL_BGR, OpenGL.GL_UNSIGNED_BYTE, bmpData.Scan0);
Gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MIN_FILTER, OpenGL.GL_LINEAR);
Gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MAG_FILTER, OpenGL.GL_LINEAR);
bmp.UnlockBits(bmpData);
return id;
}
}
Link to whole Application:
https://www.dropbox.com/sh/uhfyeayxn8l7q9y/AAA8tFda5-ZLAjTUzJcwKUm6a?dl=0
UPDATE 1:
I have changed Look() function to:
public void Look()
{
Gl.MatrixMode(OpenGL.GL_PROJECTION);
Gl.LoadIdentity();
Gl.Viewport(0, 0, GlWidth, GlHeight);
Gl.Perspective(45.0f, GlWidth / (double) GlHeight, 1, 200.0);
Gl.LookAt(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, 0, 1, 0);
Gl.MatrixMode(OpenGL.GL_MODELVIEW);
}
And now it works.
Now I can see that my application is loading incorrect textures for some reason. I guess thats because method LoadTextures() I wrote, is using Gl.GenTextures(1, texture). (There is no Gen(Single)Texture method in sharpgl or I am getting it all wrong).
UPDATE 2:
So basically most of my textures doesn't work because they are not power of two, but from what I have read, they don't have to be anymore. SO my current question is: How to force sharpGL to display NPOT textures?
UPDATE 3:
Turns out I can load them like this, but well, they are upside down :).
_texture = new Texture();
...
Gl.Enable(OpenGL.GL_TEXTURE_2D);
_texture.Create(Gl, $"{_texturesPath}{_texturePath}");
_texture.Bind(Gl);
UPDATE 4:
I can flip texture to display it properly, but question is why this is happening?
Gl.Enable(OpenGL.GL_TEXTURE_2D);
var bmp = new Bitmap($"{_texturesPath}{_texturePath}");
bmp.RotateFlip(RotateFlipType.RotateNoneFlipY);
_texture.Create(Gl, bmp);
_texture.Bind(Gl);
UPDATE 5:
While question from Update 4 still stands, I got last question: How can I recalculate Camera so it is not limited to look up / down only to -90/90 degree?
You don't appear to be setting up your viewing frustrum correctly, and are using it in an uninitialized state. You have code for it, but it is commented out in MainWindow.xaml.cs:123.
You must setup the frustrum. At least once before drawing. It can be either perspective or orthographic.
gl.MatrixMode(OpenGL.GL_PROJECTION);
gl.LoadIdentity();
gl.Perspective(60.0f, (double)Width / (double)Height, 0.01, 100.0);
I am having a crash issue with the VertexBuffer line. If I comment out the line, my program will iterate through this code 49 times. The code is from Riemer's tutorial for XNA 4.0 and does work in that solution. I have checked the 'using' statements and don't see any thing different between the two projects. I can't figure out why the VertexBuffer will crash the program while the IndexBuffer is just fine. Does anyone have any ideas?
public void CopyToTerrainBuffers()
{
for (int x = 0; x < 7; x++)
for (int y = 0; y < 7; y++)
{
if (!gpu_buffer_std[x, y].initialized)
{
VertexBuffer temp = new VertexBuffer( device,
typeof(VertexMultitextured),
tiles_std[x + 1, y + 1].terrainVertices.Length * VertexMultitextured.SizeInBytes,
BufferUsage.WriteOnly);
// size = 3,698,744
gpu_buffer_std[x, y].terrainVertexBuffer = new VertexBuffer(device,
typeof(VertexMultitextured),
tiles_std[x + 1, y + 1].terrainVertices.Length * VertexMultitextured.SizeInBytes,
BufferUsage.WriteOnly);
gpu_buffer_std[x, y].terrainIndexBuffer = new IndexBuffer( device,
typeof(int),
tiles_std[x + 1, y + 1].indices.Length,
BufferUsage.WriteOnly);
gpu_buffer_std[x, y].initialized = true;
}
if (!tiles_std[x + 1, y + 1].toGPU)
{
//gpu_buffer_std[x, y].terrainVertexBuffer.SetData(tiles_std[x + 1, y + 1].terrainVertices);
gpu_buffer_std[x, y].terrainIndexBuffer.SetData(tiles_std[x + 1, y + 1].indices);
gpu_buffer_std[x, y].terrainVertexDeclaration = VertexMultitextured.VertexDeclaration;
tiles_std[x + 1, y + 1].toGPU = true;
}
}
}
The 'temp' was to see if it was the pointer causing the problem. This is the whole function (brute force method). Here is the struct being used.
public struct VertexMultitextured : IVertexType
{
public Vector3 position;
public Vector3 normal;
public Vector4 textureCoordinate;
public Vector4 texWeights;
public static int SizeInBytes = sizeof(float) * (3 + 3 + 4 + 4);
public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration
(
new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0),
new VertexElement(sizeof(float) * 3, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0),
new VertexElement(sizeof(float) * (3 + 3), VertexElementFormat.Vector4, VertexElementUsage.TextureCoordinate, 0),
new VertexElement(sizeof(float) * (3 + 3 + 4), VertexElementFormat.Vector4, VertexElementUsage.TextureCoordinate, 1)
);
public VertexMultitextured(Vector3 position, Vector3 normal, Vector4 textureCoordinate, Vector4 texWeights)
{
this.position = position;
this.normal = normal;
this.textureCoordinate = textureCoordinate;
this.texWeights = texWeights;
}
public Vector3 Position
{
get { return position; }
set { position = value; }
}
public Vector3 Normal
{
get { return normal; }
set { normal = value; }
}
public Vector4 TextureCoordinate
{
get { return textureCoordinate; }
set { textureCoordinate = value; }
}
public Vector4 TexWeights
{
get { return texWeights; }
set { texWeights = value; }
}
VertexDeclaration IVertexType.VertexDeclaration
{
get { return VertexDeclaration; }
}
}
Update: I have taken the code in question and placed it in Reimers code, and have produced the same results. The debugger shows the following:
System.OutOfMemoryException was unhandled
HResult=-2147024882
Message=Insufficient memory to continue the execution of the program.
Source=Microsoft.Xna.Framework
StackTrace:
at Microsoft.Xna.Framework.Helpers.GetExceptionFromResult(UInt32 result)
at Microsoft.Xna.Framework.Graphics.GraphicsHelpers.GetExceptionFromResult(UInt32 result)
at Microsoft.Xna.Framework.Graphics.VertexBuffer.CreateBuffer(VertexDeclaration vertexDeclaration, UInt32 dwVertexCount, UInt32 usage, _D3DPOOL pool)
at Microsoft.Xna.Framework.Graphics.VertexBuffer..ctor(GraphicsDevice graphicsDevice, Type vertexType, Int32 vertexCount, BufferUsage usage)
at Series3D4.Game1.CopyToTerrainBuffers(VertexMultitextured[] vertices, Int32[] indices) in D:\C#Programs\Series3D4\Series3D4\Series3D4\Game1.cs:line 494
at Series3D4.Game1.LoadVertices() in D:\C#Programs\Series3D4\Series3D4\Series3D4\Game1.cs:line 190
at Series3D4.Game1.LoadContent() in D:\C#Programs\Series3D4\Series3D4\Series3D4\Game1.cs:line 172
at Microsoft.Xna.Framework.Game.Initialize()
at Series3D4.Game1.Initialize() in D:\C#Programs\Series3D4\Series3D4\Series3D4\Game1.cs:line 154
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at Microsoft.Xna.Framework.Game.Run()
at Series3D4.Program.Main(String[] args) in D:\C#Programs\Series3D4\Series3D4\Series3D4\Program.cs:line 13
InnerException:
Here is the class being used:
public class DisplayTileChunk
{
// Header info for tile control
public bool beenmoved; // x,z been updated after move
public bool isvisible; // render the tile on screen
public bool loaded; // tile loaded/processed in memory
public bool toGPU; // tile data transfered to GPU
// Terrain info
public int[] texture_index = new int[4];
public VertexMultitextured[] terrainVertices = new VertexMultitextured[4225]; // 65 x 65
public int[] indices = new int[24576]; // 64 x 64 x 6
public VertexBuffer terrainVertexBuffer;
public IndexBuffer terrainIndexBuffer;
public VertexDeclaration terrainVertexDeclaration;
public int noVertices; // = terrainVertexBuffer.VertexCount;
public int noTriangles; // = terrainIndexBuffer.IndexCount / 3;
// Water Info
public VertexBuffer waterVertexBuffer;
public VertexDeclaration waterVertexDeclaration;
// Vegetation Info
public VertexBuffer treeVertexBuffer;
public VertexDeclaration treeVertexDeclaration;
}
And the modified function from Reimers code:
private void CopyToTerrainBuffers(VertexMultitextured[] vertices, int[] indices)
{
terrainVertexBuffer = new VertexBuffer(device, typeof(VertexMultitextured), vertices.Length * VertexMultitextured.SizeInBytes, BufferUsage.WriteOnly);
terrainVertexBuffer.SetData(vertices);
terrainIndexBuffer = new IndexBuffer(device, typeof(int), indices.Length, BufferUsage.WriteOnly);
terrainIndexBuffer.SetData(indices);
for (int x = 0; x < 36; x++)
for (int y = 0; y < 36; y++)
{
gpu_buffer_std[x, y] = new DisplayTileChunk();
VertexBuffer test = new VertexBuffer(device, typeof(VertexMultitextured), 4225 * VertexMultitextured.SizeInBytes, BufferUsage.None);
//gpu_buffer_std[x, y].terrainVertexBuffer = new VertexBuffer(device, typeof(VertexMultitextured), gpu_buffer_std[x, y].terrainVertices.Length * VertexMultitextured.SizeInBytes, BufferUsage.WriteOnly);
//gpu_buffer_std[x, y].terrainIndexBuffer = new IndexBuffer(device, typeof(int), gpu_buffer_std[x, y].indices.Length, BufferUsage.WriteOnly);
}
}
And some interesting numbers from the debugger:
vertices.Length = 16384
terrainVertexBuffer.VertexCount = 917504
terrainVertexBuffer._vertexCount = 917504
terrainVertexBuffer._size = 51380224
test.VertexCount = 236600
test._vertexCount = 236600
test._size = 13249600
Found the problem, original line:
terrainVertexBuffer = new VertexBuffer(device,
typeof(VertexMultitextured),
vertices.Length * VertexMultitextured.SizeInBytes,
BufferUsage.WriteOnly);
Correct line:
terrainVertexBuffer = new VertexBuffer(device,
typeof(VertexMultitextured),
vertices.Length, // error was here
BufferUsage.WriteOnly);
I couldn't see the error for looking at it, took a few days off and 'boom', there it was.