mirror of https://github.com/ArduPilot/ardupilot
229 lines
7.4 KiB
C#
229 lines
7.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using System.Drawing.Imaging;
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using System.Drawing;
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namespace ArdupilotMega.Controls
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{
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public class OpenGLtest : GLControl
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{
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int fixme;
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Bitmap _terrain = new Bitmap(640,480);
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public OpenGLtest()
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{
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InitializeComponent();
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try
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{
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_terrain = new Bitmap(@"C:\Users\hog\Pictures\Denmark\[Group 1]-P1020169_P1020174-6 images.jpg");
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}
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catch { }
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_terrain = new Bitmap(_terrain, 512, 512);
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GL.GenTextures(1, out texture);
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GL.BindTexture(TextureTarget.Texture2D, texture);
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BitmapData data = _terrain.LockBits(new System.Drawing.Rectangle(0, 0, _terrain.Width, _terrain.Height),
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ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
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//Console.WriteLine("w {0} h {1}",data.Width, data.Height);
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GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0,
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OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);
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_terrain.UnlockBits(data);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
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}
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const float rad2deg = (float)(180 / Math.PI);
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const float deg2rad = (float)(1.0 / rad2deg);
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int[,] getElevationData(double lat, double lng, double direction)
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{
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int[,] answer = new int[400,400];
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double step = 0.00083333333333333;
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for (int y = 0; y < answer.GetLength(0) - 1; y++)
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{
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Console.WriteLine(y);
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for (int x = 0; x < answer.GetLength(1) - 1; x++)
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{
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double mlat = lat + step * (float)y + Math.Sin(direction * deg2rad) * step * (float)y;
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double mlng = lng + step * (float)x + Math.Cos(direction * deg2rad) * step * (float)x;
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// Console.WriteLine(mlat + " "+mlng);
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int alt = srtm.getAltitude(mlat, mlng, 20);
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answer[x,y] = alt;
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}
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}
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return answer;
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}
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int texture = 0;
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private System.ComponentModel.IContainer components;
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public Vector3 Normal(Vector3 a, Vector3 b, Vector3 c)
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{
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var dir = Vector3.Cross(b - a, c - a);
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var norm = Vector3.Normalize(dir);
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return norm;
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}
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float _angle = 0;
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double cameraX, cameraY, cameraZ; // camera coordinates
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double lookX, lookY, lookZ; // camera look-at coordinates
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protected override void OnPaint(System.Windows.Forms.PaintEventArgs e)
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{
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if (this.DesignMode)
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return;
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_angle+=1;
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try
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{
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base.OnPaint(e);
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}
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catch { return; }
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float scale = 1.0f;
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float radians = (float)(Math.PI*(_angle-90.0f)/180.0f);
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int mouseY = (int)(900 * scale);
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// calculate the camera's position
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cameraX = lookX + Math.Sin(radians)*mouseY; // multiplying by mouseY makes the
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cameraZ = lookZ + Math.Cos(radians)*mouseY; // camera get closer/farther away with mouseY
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cameraY = lookY + mouseY / 2.0f;
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// calculate the camera look-at coordinates as the center of the terrain map
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lookX = (_terrain.Width * scale) / 2.0f;
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lookY = 0 * scale;
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lookZ = (_terrain.Height * scale) / 2.0f;
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MakeCurrent();
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GL.ClearColor(Color.Green);
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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GL.LoadIdentity();
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OpenTK.Graphics.Glu.LookAt(cameraX, cameraY, cameraZ, lookX, lookY, lookZ, 0.0, 1.0, 0.0);
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GL.Enable(EnableCap.Texture2D);
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GL.BindTexture(TextureTarget.Texture2D, texture);
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double mlat = -34.73306;
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double mlng = 117.8864897;
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double step = 0.00083333333333333;
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int increment =50;
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for (int z = 0; z < _terrain.Height - 1; z += increment)
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{
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//Makes OpenGL draw a triangle at every three consecutive vertices
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GL.Begin(BeginMode.TriangleStrip);
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for (int x = 0; x < _terrain.Width - 1; x += increment)
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{
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// Console.WriteLine(mlat + step * z +" "+ mlng + step * x);
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int heightl = srtm.getAltitude(mlat + step * z, mlng + step * x, 20);
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//GL.Color3(_terrain.GetPixel(x, z));
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GL.TexCoord2((x / (float)_terrain.Width), (z / (float)_terrain.Height));
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GL.Vertex3(x * scale, heightl, z * scale); // _terrain.GetPixel(x, z).R
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try
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{
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heightl = srtm.getAltitude(mlat + step * (z + increment), mlng + step * (x), 20);
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//GL.Color3(_terrain.GetPixel(x, z + increment));
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GL.TexCoord2((x / (float)_terrain.Width), ((z + increment) / (float)_terrain.Height));
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GL.Vertex3(x * scale, heightl, z + increment * scale);
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}
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catch { break; }
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}
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GL.End();
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}
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GL.Enable(EnableCap.Blend);
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GL.DepthMask(false);
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GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One);
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GL.DepthMask(true);
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GL.Disable(EnableCap.Blend);
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GL.Flush();
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this.SwapBuffers();
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// this.Invalidate();
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}
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private void InitializeComponent()
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{
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this.SuspendLayout();
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//
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// OpenGLtest
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//
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this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
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this.Name = "OpenGLtest";
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this.Load += new System.EventHandler(this.test_Load);
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this.Resize += new System.EventHandler(this.test_Resize);
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this.ResumeLayout(false);
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}
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private void test_Load(object sender, EventArgs e)
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{
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GL.Enable(EnableCap.DepthTest);
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// GL.Enable(EnableCap.Light0);
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// GL.Enable(EnableCap.Lighting);
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GL.Enable(EnableCap.ColorMaterial);
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GL.Enable(EnableCap.Normalize);
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//GL.Enable(EnableCap.LineSmooth);
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//GL.Enable(EnableCap.PointSmooth);
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//GL.Enable(EnableCap.PolygonSmooth);
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GL.ShadeModel(ShadingModel.Smooth);
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GL.Enable(EnableCap.CullFace);
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GL.Enable(EnableCap.Texture2D);
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}
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private void test_Resize(object sender, EventArgs e)
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{
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GL.Viewport(0, 0, this.Width, this.Height);
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GL.MatrixMode(MatrixMode.Projection);
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GL.LoadIdentity();
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if (Height == 0)
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Height = 1;
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OpenTK.Graphics.Glu.Perspective(54.0f, this.Width / this.Height, 1.0f, 5000.0f);
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GL.MatrixMode(MatrixMode.Modelview);
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GL.LoadIdentity();
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}
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}
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}
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