Close a Mesh in EyeShot - c#

I'm triying to merge 2 meshes in EyeShot to calculate the volume of the intersecction and difference between this solid and another one. I need the resulting mesh to be closed.
I try this to merge the meshes.
List<Point3D> lpoint3D = new List<Point3D>();            
lpoint3D.Add(new Point3D(0, 0, 10));
lpoint3D.Add(new Point3D(5,5, 10));
lpoint3D.Add(new Point3D(0, 5, 10));
lpoint3D.Add(new Point3D(5, 0, 10));
VAR_Glob.mesh2 = UtilityEx.Triangulate(lpoint3D);
List<Point3D> lpoint3D = new List<Point3D>();
lpoint3D.Add(new Point3D(0, 0, 5));
lpoint3D.Add(new Point3D(5, 5, 5));
lpoint3D.Add(new Point3D(0, 5, 5));
lpoint3D.Add(new Point3D(5, 0, 5));
VAR_Glob.mesh1 = UtilityEx.Triangulate(lpoint3D);
VAR_Glob.mesh2.MergeWith(VAR_Glob.mesh1, false, true);
But the resulting mesh is not closed. I transform the mesh to a solid but I only get the two planes separately.
Solid s2 = VAR_Glob.mesh2.ConvertToSolid();

The second parameter of this call is weldNow, please set it to true:
VAR_Glob.mesh2.MergeWith(mesh1, false, true);

Related

DrawImage c# How to change colors to black-white into the top left triangle?

Here is my code:
public static void ReduceScreenshot(string fileName)
{
var bmpSS = new Bitmap(Screen.PrimaryScreen.Bounds.Width, Screen.PrimaryScreen.Bounds.Height);
var gfxSS = Graphics.FromImage(bmpSS);
gfxSS.CopyFromScreen(Screen.PrimaryScreen.Bounds.X, Screen.PrimaryScreen.Bounds.Y, 0, 0, Screen.PrimaryScreen.Bounds.Size, CopyPixelOperation.SourceCopy);
ColorMatrix colorMatrix = new ColorMatrix(
new float[][]
{
new float[] { 1.5f, 1.5f, 1.5f, 0, 0},
new float[] { 1.5f,1.5f, 1.5f, 0, 0},
new float[] {1.5f, 1.5f, 1.5f, 0, 0},
new float[] {0, 0, 0, 1, 0},
new float[] {-1, -1, -1, 0, 1}
});
ImageAttributes attributes = new ImageAttributes();
attributes.SetColorMatrix(colorMatrix);
Rectangle abc= new Rectangle(-783, -383, bmpSS.Width, bmpSS.Height);
gfxSS.DrawImage(bmpSS, abc, -783, -383, bmpSS.Width, bmpSS.Height, GraphicsUnit.Pixel, attributes);
bmpSS.Save("ScreenshotGray.png", ImageFormat.Png);
}
}
It's how it work http://take.ms/6tzvU. How should i change area from rectangle to triangle?
Not sure just which points shall set up the triangle but the code to restrict DrawImage to it should look something like this:
using System.Drawing.Imaging;
..
..
Rectangle abc = new Rectangle(-783, -383, bmpSS.Width, bmpSS.Height);
GraphicsPath gp = new GraphicsPath();
// three points to make up a triangle
// repeat the first one as one way of closing the path
// use your own coordinates!
Point[] p = new Point[] { new Point(12, 34), new Point(56, 78),
new Point(90, 12), new Point(12, 34) };
gp.AddLines(p); // or AddPolygon
gfxSS.SetClip(gp); // now restrict the Graphics object to the interior of the path
gfxSS.DrawImage(bmpSS, abc, -783, -383, bmpSS.Width, bmpSS.Height,
GraphicsUnit.Pixel, attributes);

Use more than 1 shader on display

This question is based on the Giawa tutorials on OpenGL. I have completed tut6 & tut9 separately, but now I want to combine the two. I.e. I want that cube spinning while a bunch of stars is floating around. However, I'm pretty new two OpenGL but it looks like they use different types of shaders. So I wrote two shaders, but now when I try to run it my cube is transparent and the stars does not display. Is it possible to display both on screen at the same time correctly? Below is my code.
using System;
using Tao.FreeGlut;
using OpenGL;
using System.Windows;
using System.Windows.Forms;
using System.Collections.Generic;
namespace OpenGLTutorial6
{
class Program
{
private static int width = 1280, height = 720;
private static ShaderProgram program, program_2;
private static VBO<Vector3> cube, top_pyramid, bottom_pyramid, cubeNormals, bottom_pyramidNormals, top_pyramidNormals, star;
private static VBO<Vector2> cubeUV, top_pyramidUV, bottom_pyramidUV, starUV;
private static VBO<int> cubeQuads, top_pyramidTrianlges, bottom_pyramidTrianlges, starQuads;
private static bool fullscreen = false;
private static bool left, right, up, down;
private static List<Star> stars = new List<Star>();
private static Random generator = new Random(Environment.TickCount);
private static float theta = (float)Math.PI / 2, phi = (float)Math.PI / 2;
private static Texture crateTexture,
brickTexture,
cracked_glassTexture,
desert_surfaceTexture,
numbersTexture,
ziggyTexture,
starTexture;
private static System.Diagnostics.Stopwatch watch;
private static float angle;
private static int rotate = 1;
private static bool lighting = true;
private class Star
{
public float angle;
public float dist;
public Vector3 color;
public Star(float Angle, float Distance, Vector3 Color)
{
this.angle = Angle;
this.dist = Distance;
this.color = Color;
}
}
static void Main(string[] args)
{
// create an OpenGL window
Glut.glutInit();
Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH);
Glut.glutInitWindowSize(width, height);
Glut.glutCreateWindow("SCREENSAVER");
// provide the Glut callbacks that are necessary for running this tutorial
Glut.glutIdleFunc(OnRenderFrame);
//Glut.glutIdleFunc(OnRenderFrame_2);
Glut.glutDisplayFunc(OnDisplay);
//<<<<<<<<<<<<< KEYBOARD FUNCTIONS
Glut.glutSpecialFunc(new Glut.SpecialCallback(OnKeyPress));
Glut.glutKeyboardFunc(OnKeyboardDown);
Glut.glutKeyboardUpFunc(OnKeyboardUp);
//<<<<<<<<<<<<< DISPOSE
Glut.glutCloseFunc(OnClose);
// enable depth testing to ensure correct z-ordering of our fragments
Gl.Enable(EnableCap.DepthTest);
Gl.Disable(EnableCap.DepthTest);
Gl.Enable(EnableCap.Blend);
Gl.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One);
//<<<<<<<<<<< COMPILE SHADER PROGRAMS
program = new ShaderProgram(VertexShader, FragmentShader);
program_2 = new ShaderProgram(VertexShader_2, FragmentShader_2);
//set the view and projection matrix, which are static throughout this tutorial
program.Use();
program["projection_matrix"].SetValue(Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f));
program["view_matrix"].SetValue(Matrix4.LookAt(new Vector3(0, 0, 10), Vector3.Zero, Vector3.Up));
program["light_direction"].SetValue(new Vector3(1, 1, 1));
program["enable_lighting"].SetValue(lighting);
program_2.Use();
program_2["projection_matrix"].SetValue(Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f));
program_2["view_matrix"].SetValue(Matrix4.LookAt(new Vector3(0, 0, 20), Vector3.Zero, Vector3.Up));
//<<<<<<<<< LOAD TEXTURES
crateTexture = new Texture("crate.jpg");
brickTexture = new Texture("bricks.jpg");
cracked_glassTexture = new Texture("crack.jpg");
desert_surfaceTexture = new Texture("desert.jpg");
numbersTexture = new Texture("numbers.jpg");
ziggyTexture = new Texture("ziggy.jpg");
starTexture = new Texture("star.bmp");
// each star is simply a quad
star = new VBO<Vector3>(new Vector3[] { new Vector3(-1, -1, 0), new Vector3(1, -1, 0), new Vector3(1, 1, 0), new Vector3(-1, 1, 0) });
starUV = new VBO<Vector2>(new Vector2[] { new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1) });
starQuads = new VBO<int>(new int[] { 0, 1, 2, 3 }, BufferTarget.ElementArrayBuffer);
// create 50 stars for this tutorial
int numStars = 50;
for (int i = 0; i < numStars; i++)
{
stars.Add(new Star(0, (float)i / numStars * 4f, new Vector3(generator.NextDouble(), generator.NextDouble(), generator.NextDouble())));
}
// create a crate with vertices and UV coordinates
cube = new VBO<Vector3>(new Vector3[]
{
new Vector3(-1.5, 0, -0.5), new Vector3(-0.5, 1, -0.5), new Vector3(-0.5, 1, 0.5), new Vector3(-1.5, 0, 0.5),
new Vector3(-0.5, 1, -0.5), new Vector3(0.5, 1, -0.5), new Vector3(0.5, 1, 0.5), new Vector3(-0.5, 1, 0.5),
new Vector3(0.5, 1, -0.5), new Vector3(1.5, 0, -0.5), new Vector3(1.5, 0, 0.5), new Vector3(0.5, 1, 0.5),
new Vector3(1.5, 0, -0.5), new Vector3(1.5, 0, 0.5), new Vector3(0.5, -1, 0.5), new Vector3(0.5, -1, -0.5),
new Vector3(0.5, -1, 0.5), new Vector3(0.5, -1, -0.5), new Vector3(-0.5, -1, -0.5), new Vector3(-0.5, -1, 0.5),
new Vector3(-0.5, -1, -0.5), new Vector3(-0.5, -1, 0.5), new Vector3(-1.5, 0, 0.5), new Vector3(-1.5, 0, -0.5)
});
cubeUV = new VBO<Vector2>(new Vector2[] {
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1), new Vector2(0, 1) });
top_pyramid = new VBO<Vector3>(new Vector3[]
{
new Vector3(-1.5, 0, -0.5), new Vector3(-0.5, 1, -0.5), new Vector3(0, 0, -1.5),
new Vector3(-0.5, 1, -0.5), new Vector3(0.5, 1, -0.5), new Vector3(0, 0, -1.5),
new Vector3(0.5, 1, -0.5), new Vector3(1.5, 0, -0.5), new Vector3(0, 0, -1.5),
new Vector3(1.5, 0, -0.5), new Vector3(0.5, -1, -0.5), new Vector3(0, 0, -1.5),
new Vector3(0.5, -1, -0.5), new Vector3(-0.5, -1, -0.5), new Vector3(0, 0, -1.5),
new Vector3(-0.5, -1, -0.5), new Vector3(-1.5, 0, -0.5), new Vector3(0, 0, -1.5)
});
top_pyramidUV = new VBO<Vector2>(new Vector2[] {
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1)});
bottom_pyramid = new VBO<Vector3>(new Vector3[]
{
new Vector3(-1.5, 0, 0.5), new Vector3(-0.5, 1, 0.5), new Vector3(0, 0, 1.5),
new Vector3(-0.5, 1, 0.5), new Vector3(0.5, 1, 0.5), new Vector3(0, 0, 1.5),
new Vector3(0.5, 1, 0.5), new Vector3(1.5, 0, 0.5), new Vector3(0, 0, 1.5),
new Vector3(1.5, 0, 0.5), new Vector3(0.5, -1, 0.5), new Vector3(0, 0, 1.5),
new Vector3(0.5, -1, 0.5), new Vector3(-0.5, -1, 0.5), new Vector3(0, 0, 1.5),
new Vector3(-0.5, -1, 0.5), new Vector3(-1.5, 0, 0.5), new Vector3(0, 0, 1.5)
});
bottom_pyramidUV = new VBO<Vector2>(new Vector2[] {
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1),
new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1)});
cubeNormals = new VBO<Vector3>(new Vector3[] {
new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 1, 0),
new Vector3(0, -1, 0), new Vector3(0, -1, 0), new Vector3(0, -1, 0), new Vector3(0, -1, 0),
new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(0, 0, 1),
new Vector3(0, 0, -1), new Vector3(0, 0, -1), new Vector3(0, 0, -1), new Vector3(0, 0, -1),
new Vector3(-1, 0, 0), new Vector3(-1, 0, 0), new Vector3(-1, 0, 0), new Vector3(-1, 0, 0),
new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 0, 0)
});
top_pyramidNormals = new VBO<Vector3>(new Vector3[]{
new Vector3(0,1,0), new Vector3(0,1,0), new Vector3(0,1,0), new Vector3(0,1,0),
new Vector3(0, -1, 0), new Vector3(0, -1, 0), new Vector3(0, -1, 0),
new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(0, 0, 1),
new Vector3(0, 0, -1), new Vector3(0, 0, -1), new Vector3(0, 0, -1),
new Vector3(-1, 0, 0), new Vector3(-1, 0, 0), new Vector3(-1, 0, 0),
new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 0, 0)
});
bottom_pyramidNormals = new VBO<Vector3>(new Vector3[]{
new Vector3(0,1,0), new Vector3(0,1,0), new Vector3(0,1,0), new Vector3(0,1,0),
new Vector3(0, -1, 0), new Vector3(0, -1, 0), new Vector3(0, -1, 0),
new Vector3(0, 0, 1), new Vector3(0, 0, 1), new Vector3(0, 0, 1),
new Vector3(0, 0, -1), new Vector3(0, 0, -1), new Vector3(0, 0, -1),
new Vector3(-1, 0, 0), new Vector3(-1, 0, 0), new Vector3(-1, 0, 0),
new Vector3(1, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 0, 0)
});
cubeQuads = new VBO<int>(new int[] { 0, 1, 2, 3,
4, 5, 6, 7,
8, 9, 10, 11,
12, 13, 14, 15,
16, 17, 18, 19,
20, 21, 22, 23 }, BufferTarget.ElementArrayBuffer);
top_pyramidTrianlges = new VBO<int>(new int[] {
0,1,2,
3,4,5,
6,7,8,
9,10,11,
12,13,14,
15,16,17}, BufferTarget.ElementArrayBuffer);
bottom_pyramidTrianlges = new VBO<int>(new int[] {
0,1,2,
3,4,5,
6,7,8,
9,10,11,
12,13,14,
15,16,17}, BufferTarget.ElementArrayBuffer);
watch = System.Diagnostics.Stopwatch.StartNew();
Gl.BindTexture(desert_surfaceTexture);
Glut.glutMainLoop();
}
private static void OnClose()
{
// dispose of all of the resources that were created
//must still update
cube.Dispose();
cubeUV.Dispose();
top_pyramid.Dispose();
top_pyramidTrianlges.Dispose();
cubeQuads.Dispose();
crateTexture.Dispose();
program.DisposeChildren = true;
program.Dispose();
}
private static void OnDisplay()
{
}
private static void OnRenderFrame()
{
// calculate how much time has elapsed since the last frame
watch.Stop();
float deltaTime = (float)watch.ElapsedTicks / System.Diagnostics.Stopwatch.Frequency;
watch.Restart();
// use the deltaTime to adjust the angle of the cube
angle += deltaTime;
// set up the OpenGL viewport and clear both the color and depth bits
Gl.Viewport(0, 0, width, height);
Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
// use our shader program and bind the crate texture
Gl.UseProgram(program);
//<<<<<<<<<<<< TOP PYRAMID
// set the transformation of the top_pyramid
program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate));
program["enable_lighting"].SetValue(lighting);
// bind the vertex positions, UV coordinates and element array
Gl.BindBufferToShaderAttribute(top_pyramid, program, "vertexPosition");
Gl.BindBufferToShaderAttribute(top_pyramidNormals, program, "vertexNormal");
Gl.BindBufferToShaderAttribute(top_pyramidUV, program, "vertexUV");
Gl.BindBuffer(top_pyramidTrianlges);
// draw the textured top_pyramid
Gl.DrawElements(BeginMode.Triangles, top_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero);
//<<<<<<<<<< CUBE
// set the transformation of the cube
program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle *rotate));
program["enable_lighting"].SetValue(lighting);
// bind the vertex positions, UV coordinates and element array
Gl.BindBufferToShaderAttribute(cube, program, "vertexPosition");
Gl.BindBufferToShaderAttribute(cubeNormals, program, "vertexNormal");
Gl.BindBufferToShaderAttribute(cubeUV, program, "vertexUV");
Gl.BindBuffer(cubeQuads);
// draw the textured cube
Gl.DrawElements(BeginMode.Quads, cubeQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero);
//<<<<<<<<<<<< BOTTOM PYRAMID
// set the transformation of the bottom_pyramid
program["model_matrix"].SetValue(Matrix4.CreateRotationY(angle * rotate));
program["enable_lighting"].SetValue(lighting);
// bind the vertex positions, UV coordinates and element array
Gl.BindBufferToShaderAttribute(bottom_pyramid, program, "vertexPosition");
Gl.BindBufferToShaderAttribute(bottom_pyramidNormals, program, "vertexNormal");
Gl.BindBufferToShaderAttribute(bottom_pyramidUV, program, "vertexUV");
Gl.BindBuffer(bottom_pyramidTrianlges);
// draw the textured bottom_pyramid
Gl.DrawElements(BeginMode.Triangles, bottom_pyramidTrianlges.Count, DrawElementsType.UnsignedInt, IntPtr.Zero);
Glut.glutSwapBuffers();
}
private static void OnRenderFrame_2()
{
watch.Stop();
float deltaTime = (float)watch.ElapsedTicks / System.Diagnostics.Stopwatch.Frequency;
watch.Restart();
// perform rotation of the scene depending on keyboard input
if (right) phi += deltaTime;
if (left) phi -= deltaTime;
if (up) theta += deltaTime;
if (down) theta -= deltaTime;
if (theta < 0) theta += (float)Math.PI * 2;
// set up the OpenGL viewport and clear both the color and depth bits
Gl.Viewport(0, 0, width, height);
Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
//<<<<<<<<< STARS
// make sure the shader program and texture are being used
Gl.UseProgram(program_2);
Gl.BindTexture(starTexture);
// calculate the camera position using some fancy polar co-ordinates
Vector3 position = 20 * new Vector3(Math.Cos(phi) * Math.Sin(theta), Math.Cos(theta), Math.Sin(phi) * Math.Sin(theta));
Vector3 upVector = ((theta % (Math.PI * 2)) > Math.PI) ? Vector3.Up : Vector3.Down;
program_2["view_matrix"].SetValue(Matrix4.LookAt(position, Vector3.Zero, upVector));
// loop through the stars, drawing each one
for (int i = 0; i < stars.Count; i++)
{
// set the position and color of this star
program_2["model_matrix"].SetValue(Matrix4.CreateTranslation(new Vector3(stars[i].dist, 0, 0)) * Matrix4.CreateRotationZ(stars[i].angle));
program_2["color"].SetValue(stars[i].color);
Gl.BindBufferToShaderAttribute(star, program_2, "vertexPosition");
Gl.BindBufferToShaderAttribute(starUV, program_2, "vertexUV");
Gl.BindBuffer(starQuads);
Gl.DrawElements(BeginMode.Quads, starQuads.Count, DrawElementsType.UnsignedInt, IntPtr.Zero);
// update the position of the star
stars[i].angle += (float)i / stars.Count * deltaTime * 2;
stars[i].dist -= 0.2f * deltaTime;
// if we've reached the center then move this star outwards and give it a new color
if (stars[i].dist < 0f)
{
stars[i].dist += 5f;
stars[i].color = new Vector3(generator.NextDouble(), generator.NextDouble(), generator.NextDouble());
}
}
Glut.glutSwapBuffers();
}
public static void OnKeyPress(int theKey, int x, int y)
{
switch (theKey)
{
//<<<<<<< ROTATE
case Glut.GLUT_KEY_F5:
{
rotate += 1;
Console.WriteLine("Hallo!");
}
break;
case Glut.GLUT_KEY_F6:
{
rotate -= 1;
}
break;
//<<<<<<<<<< TEXTURES
case Glut.GLUT_KEY_F7:
{
Gl.BindTexture(cracked_glassTexture);
}
break;
case Glut.GLUT_KEY_F8:
{
Gl.BindTexture(desert_surfaceTexture);
}
break;
case Glut.GLUT_KEY_F9:
{
Gl.BindTexture(brickTexture);
}
break;
case Glut.GLUT_KEY_F10:
{
Gl.BindTexture(ziggyTexture);
}
break;
case Glut.GLUT_KEY_F11:
{
Gl.BindTexture(numbersTexture);
}
break;
}
Glut.glutPostRedisplay();
}
private static void OnKeyboardDown(byte key, int x, int y)
{
if (key == 'w') up = true;
else if (key == 's') down = true;
else if (key == 'd') right = true;
else if (key == 'a') left = true;
else if (key == 27) Glut.glutLeaveMainLoop();
}
private static void OnKeyboardUp(byte key, int x, int y)
{
if (key == 'w') up = false;
else if (key == 's') down = false;
else if (key == 'd') right = false;
else if (key == 'a') left = false;
else if (key == 'f')
{
fullscreen = !fullscreen;
if (fullscreen) Glut.glutFullScreen();
else
{
Glut.glutPositionWindow(0, 0);
Glut.glutReshapeWindow(1280, 720);
}
}
}
public static string VertexShader = #"
#version 130
in vec3 vertexPosition;
in vec3 vertexNormal;
in vec2 vertexUV;
out vec3 normal;
out vec2 uv;
uniform mat4 projection_matrix;
uniform mat4 view_matrix;
uniform mat4 model_matrix;
void main(void)
{
normal = normalize((model_matrix * vec4(floor(vertexNormal), 0)).xyz);
uv = vertexUV;
gl_Position = projection_matrix * view_matrix * model_matrix * vec4(vertexPosition, 1);
}
";
public static string FragmentShader = #"
#version 130
uniform sampler2D texture;
uniform vec3 light_direction;
uniform bool enable_lighting;
in vec3 normal;
in vec2 uv;
out vec4 fragment;
void main(void)
{
float diffuse = max(dot(normal, light_direction), 0);
float ambient = 0.2;
float lighting = (enable_lighting ? max(diffuse, ambient) : 1);
fragment = lighting * texture2D(texture, uv);
}
";
public static string VertexShader_2 = #"
#version 130
in vec3 vertexPosition;
in vec2 vertexUV;
out vec2 uv;
uniform mat4 projection_matrix;
uniform mat4 view_matrix;
uniform mat4 model_matrix;
void main(void)
{
uv = vertexUV;
gl_Position = projection_matrix * (view_matrix * model_matrix * vec4(0, 0, 0, 1) + vec4(vertexPosition.x, vertexPosition.y, vertexPosition.z, 0));
//gl_Position = projection_matrix * view_matrix * model_matrix * vec4(vertexPosition, 1);
}
";
public static string FragmentShader_2 = #"
#version 130
uniform sampler2D texture;
uniform vec3 color;
in vec2 uv;
out vec4 fragment;
void main(void)
{
fragment = vec4(color * texture2D(texture, uv).xyz, 1);
}
";
}
}
Also I've added some other textures that is not in the original tutorials
From scanning through your code, it looks like you have most of what you need. To render both items at the same time, you basically have to add the rendering code that you currently have in OnRenderFrame_2() to OnRenderFrame(). Make sure that you only have one glClear() at the start, and one glutSwapBuffers() at the end.
If the outline of your code currently looks like this:
OnRenderFrame
prepare rendering of Item 1
glViewport
glClear
glUseProgram(program1)
render Item 1
glutSwapBuffers
OnRenderFrame_2
prepare rendering of Item 2
glViewport
glClear
glUseProgram(program2)
render Item 2
glutSwapBuffers
Rearrange it like this:
OnRenderFrame
prepare rendering of Item 1
prepare rendering of Item 2
glViewport
glClear
glUseProgram(program1)
render Item 1
glUseProgram(program2)
render Item 2
glutSwapBuffers

SharpDX DataStream-based buffer initialization fails

I am trying to create a very basic mesh renderer using D3D11 to use in my final project for school. Although I followed the basic online tutorials like the rastertek site's and Frank De Luna's book to the letter, used the simplest passthrough shader imaginable, etc, I couldn't get my triangles to show up on the screen. Finally I found out about VS 2013's graphics debugging ability, and I was able to see that my vertex and index buffers were filled with garbage data. I've hosted the solution here if you want to run the code, but can someone familiar with D3D and/or its SharpDX C# wrapper tell me what I'm doing wrong in the following code?
This is my geometry data. The Vertex struct has Vector4 position and color fields, and Index is an alias for ushort.
var vertices = new[]
{
new Vertex(new Vector4(-1, 1, 0, 1), Color.Red),
new Vertex(new Vector4(1, 1, 0, 1), Color.Green),
new Vertex(new Vector4(1, -1, 0, 1), Color.Blue),
new Vertex(new Vector4(-1, -1, 0, 1), Color.White)
};
var indices = new Index[]
{
0, 2, 1,
0, 3, 2
};
And here is the code that fails to initialize my vertex and index buffers with the above data.
var vStream = new DataStream(sizeInBytes: vertices.Length * sizeof(Vertex), canRead: false, canWrite: true);
var iStream = new DataStream(sizeInBytes: indices.Length * sizeof(Index), canRead: false, canWrite: true);
{
vStream.WriteRange(vertices);
iStream.WriteRange(indices);
vBuffer = new Buffer(
device, vStream, new BufferDescription(
vertices.Length * sizeof(Vertex),
ResourceUsage.Immutable,
BindFlags.VertexBuffer,
CpuAccessFlags.None,
ResourceOptionFlags.None,
0)) { DebugName = "Vertex Buffer" };
iBuffer = new Buffer(
device, iStream, new BufferDescription(
indices.Length * sizeof(Index),
ResourceUsage.Immutable,
BindFlags.IndexBuffer,
CpuAccessFlags.None,
ResourceOptionFlags.None,
0)) { DebugName = "Index Buffer" };
}
If I replace the above code with the following, however, it works. I have no idea what I'm doing wrong.
vBuffer = Buffer.Create(
device, vertices, new BufferDescription(
vertices.Length * sizeof(Vertex),
ResourceUsage.Immutable,
BindFlags.VertexBuffer,
CpuAccessFlags.None,
ResourceOptionFlags.None,
0));
vBuffer.DebugName = "Vertex Buffer";
iBuffer = Buffer.Create(
device, indices, new BufferDescription(
indices.Length * sizeof(Index),
ResourceUsage.Immutable,
BindFlags.IndexBuffer,
CpuAccessFlags.None,
ResourceOptionFlags.None,
0));
iBuffer.DebugName = "Index Buffer";
You need to reset the stream position to zero (like iStream.Position = 0) before passing it to new Buffer(...)

how to fill C# Fill rectangle From bottom to top?

I have drawn vertical Rectangle but i want to fill it from bottom to top.
here is the code i used
System.Drawing.Drawing2D.LinearGradientBrush linGrBrush =
new System.Drawing.Drawing2D.LinearGradientBrush(
new Point(0, 12),
new Point(0,2),
Color.FromArgb(0, 0, 0, 0),
Color.FromArgb(255, 190, 0, 0));
Pen pen = new Pen(linGrBrush);
e.Graphics.FillRectangle(linGrBrush,groupBox2.Width -50,10, 25, x);
using (Pen Pen1 = new Pen(Color.BurlyWood, 4))
{
e.Graphics.DrawRectangle(Pen1, groupBox2.Width -50,10, 25, 200);
}
x is color fill offset which fill is used to fill rectangle after every 2 seconds.
I think that you should adjust the starting and the ending points of the gradient:
System.Drawing.Drawing2D.LinearGradientBrush linGrBrush =
new System.Drawing.Drawing2D.LinearGradientBrush(
new Point(0, 1),
new Point(0,0),
Color.FromArgb(0, 0, 0, 0),
Color.FromArgb(255, 190, 0, 0));

I am trying to draw a 3d cube, but it does not work. Code inside

EDIT: Fixed
Hello everybody, I have got the following eventhandler in my Window:
private void buttonView_Click(object sender, RoutedEventArgs e)
{
//Camera
PerspectiveCamera camera = new PerspectiveCamera();
camera.LookDirection = new Vector3D(5, -2, -3);
camera.Position = new Point3D(-5, 2, 3);
camera.UpDirection = new Vector3D(0, 1, 0);
camera.NearPlaneDistance = 1;
camera.FarPlaneDistance = 10;
//Lighting
DirectionalLight light = new DirectionalLight(Colors.White, new Vector3D(-3, -4, -5));
//Cube
Cube cube = new Cube();
GeometryModel3D cubeModel = new GeometryModel3D();
cubeModel.Geometry = cube.Mesh;
cubeModel.Material = new DiffuseMaterial(Brushes.Red);
//ModelGroup
Model3DGroup modelGroup = new Model3DGroup();
modelGroup.Children.Add(light);
modelGroup.Children.Add(cubeModel);
//Model
ModelVisual3D model = new ModelVisual3D();
model.Content = modelGroup;
//Viewport
Viewport3D view = new Viewport3D();
view.Camera = camera;
view.Children.Add(model);
//Show it all
Frame f = new Frame();
f.Content = view;
grid1.Children.Add(f);
}
and this is my cube class:
public class Cube : Primitive
{
Point3D[] positions = new Point3D[] {
new Point3D(0, 1, 1),
new Point3D(0, 0, 1),
new Point3D(1, 1, 1),
new Point3D(1, 0, 1),
new Point3D(1, 1, 0),
new Point3D(0, 0, 0),
new Point3D(0, 1, 1),
new Point3D(0, 0, 1),
new Point3D(0, 1, 0),
new Point3D(0, 1, 0),
new Point3D(1, 1, 1),
new Point3D(0, 1, 1),
new Point3D(1, 1, 1),
new Point3D(1, 0, 1),
new Point3D(1, 1, 0),
new Point3D(1, 0, 0),
new Point3D(1, 0, 1),
new Point3D(0, 0, 1),
new Point3D(1, 0, 0),
new Point3D(0, 0, 0),
new Point3D(1, 1, 0),
new Point3D(1, 0, 0),
new Point3D(0, 1, 0),
new Point3D(0, 0, 0)
};
int[] vertices = new int[] {
0,
1,
2,
1,
3,
2,
4,
5,
6,
5,
7,
6,
8,
9,
10,
9,
11,
10,
12,
13,
14,
13,
15,
14,
16,
17,
18,
17,
19,
18,
20,
21,
22,
21,
23,
22
};
public Cube()
{
this.Mesh.Positions = new Point3DCollection(positions);
this.Mesh.TriangleIndices = new Int32Collection(vertices);
}
}
public abstract class Primitive
{
public Primitive()
{
this.Mesh = new MeshGeometry3D();
}
public MeshGeometry3D Mesh { get; protected set; }
}
However, when I click the button, nothing shows. Is there an error in my event handler?
I am an idiot. Sorry for bothering you. The problem was that I did not set
camera.FarPlaneDistance but only camera.NearPlaneDistance (twice).
Sorry for bothering you.

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