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  • WebGL——osg框架学习一

      从今天开始,我们开始正式的学习osg框架,今天我们学习的是osg的渲染模块,我们来看一下代码结构。

    所有DrawXXX的js模块都是渲染的模块,我们逐一来简单介绍一下,第一个Drawable.js,这个模块是描述可绘制对象的类,也是我们今天要讨论的类。在osg框架中,渲染管道在准备时期首先要统计管理可绘制对象,我们来看看Drawable模块到底做了什么操作,进行了哪些管理。先贴出代码。

    /*
    可绘制对象
     */
    let StateBin = require('./StateBin');
    let BoundingBox = require('../util/BoundingBox');
    let BoundingSphere = require('../util/BoundingSphere');
    let Vec3 = require('../util/Vec3');
    
    let Drawable = function (actor) {
        this._drawActor = actor;//关联的DrawActor
    
        this._geometry = undefined;//渲染的几何Geometry
        this._transform = undefined;//世界变换 FloatArray(16)
    
        this._statebin = undefined;//状态结点,原始的状态,没有额外功能时的状态
        this._curStatebin = undefined;//如果状态会动态变化,这里存储每一帧绘制时的状态结点
    
        this._depth = 0.0;//场景深度值,透明需要按深度排序绘制
    
        this._boundingBox = undefined;//包围盒
        this._boundingSphere = undefined;//包围球
    };
    Drawable.prototype = {
         setGeometry: function (g, transform) {
            this._geometry = g;
            this._transform = transform;
        },
        getGeometry: function () {
            return this._geometry;
        },
        getTransform: function () {
            return this._transform;
        },
        setStateBin: function (sb) {
            this._statebin = sb;
        },
        getStateBin: function () {
            return this._statebin;
        },
        getCurrentStateBin: function () {
            return this._curStatebin;
        },
        // setDepth: function (d) {
        //     this._depth = d;
        // },
        getDepth: function () {
            return this._depth;
        },
    
        reset: function () {
            this._geometry = undefined;
            this._transform = undefined;
    
            this._statebin = undefined;
            this._curStatebin = undefined;
            this._depth = 0.0;
    
            this._boundingBox = undefined;
            this._boundingSphere = undefined;
        },
        valid: function () {
            if (this._drawActor.getBaseCamera().isBoundingBoxCulled(this.getBoundingBox())) {
                return false;
            }
            return true;
        },
        isTransparent: function () {
            return false;
        },
        //计算深度值
        computeDepth: function () {
            //根据包围盒和相机变换矩阵,确认中心点的Z值
            let mvmatrix = this._drawActor.getBaseCamera().getModelViewMatrix();
    
            let temp = Vec3.MemoryPool.alloc();
            this._depth = this.distanceZ(this.getBoundingBox().getCenter(temp), mvmatrix);
            Vec3.MemoryPool.free(temp);
            //drawable.setDepth(depth);
        },
        //相机的矩阵要取反
        distanceZ: function (coord, matrix) {
            return -(coord[0] * matrix[2] + coord[1] * matrix[6] + coord[2] * matrix[10] + matrix[14]);
        },
        getBoundingBox: function () {
            if(this._boundingBox === undefined){
                this._boundingBox = new BoundingBox();
    
                this._boundingBox.copy(this._geometry.getBoundingBox(true));
                if(this._transform){
                    this._boundingBox.transformMat4(this._transform);
                }
            }
            return this._boundingBox;
        },
        getBoundingSphere: function () {
            if(this._boundingSphere === undefined) {
                this._boundingSphere = new BoundingSphere();
                let bb = this.getBoundingBox();
                this._boundingSphere.expandByBoundingBox(bb);
            }
            return this._boundingSphere;
        },
        getRadius: function () {
            return this.getBoundingSphere().getRadius();
        },
        // There are 3 cases when there is a prev / current render leaf
        // pSG: previousStateGraph
        // cSG: currentStateGraph
        // pRL: previousRenderLeaf
        // cRL: currentRenderLeaf
        //
        //          A                        B                       C
        // +-----+     +-----+            +-----+                 +-----+
        // | pSG |     | cSG |         +--+ SG  +--+              | SG  |
        // +--+--+     +--+--+         |  +-----+  |              +--+--+
        //    |           |            |           |                 |
        // +--v--+     +--v--+      +--v--+     +--v--+           +--v--+
        // | pSG |     | cSG |      | pSG |     | cSG |        +--+ SG  +--+
        // +--+--+     +--+--+      +--+--+     +--+--+        |  +-----+  |
        //    |           |            |           |           |           |
        // +--v--+     +--v--+      +--v--+     +--v--+     +--v--+     +--v--+
        // | pRL |     | cRL |      | pRL |     | cRL |     | pRL |     | cRL |
        // +-----+     +-----+      +-----+     +-----+     +-----+     +-----+
        //
        //
        // Case A
        // no common parent StateGraphNode we need to
        // popStateSet until we find the common parent and then
        // pushStateSet from the common parent to the current RenderLeaf
        //
        // Case B
        // common parent StateGraphNode so we apply the current stateSet
        //
        // Case C
        // the StateGraphNode is common to the previous RenderLeaf so we dont need
        // to do anything except if we used an insertStateSet
        draw: function (glstate, preDrawable) {
            //先接受状态,再渲染几何
            let curStateGraph = this._statebin;
            let curStateGraphStateSet = curStateGraph.getStateSet();
            let curStateGraphParent = curStateGraph.getParent();
    
            let preStateGraph;
            let preStateGraphParent;
            if(preDrawable !== undefined){
                preStateGraph = preDrawable._statebin;
                preStateGraphParent = preStateGraph.getParent();
    
                if(preStateGraphParent !== curStateGraphParent){//A
                    StateBin.moveStateBin(glstate, preStateGraphParent, curStateGraphParent);
                    glstate.applyStateSet(curStateGraphStateSet);
                }else if(preStateGraph !== curStateGraph){//B
                    glstate.applyStateSet(curStateGraphStateSet);
                }else{
                    // in osg we call apply but actually we dont need
                    // except if the stateSetStack changed.
                    // for example if insert/remove StateSet has been used
                    // if (glstate._stateSetStackChanged(idLastDraw, lastStateSetStackSize )) {
                    //     glstate.applyStateSet(curStateGraphStateSet);
                    // }
                }
            }
            else{//如果preLeaf为空,第一个绘制的几何,状态遍历到根节点全部push到GLState中
                StateBin.moveStateBin(glstate, undefined, curStateGraphParent);
                glstate.applyStateSet(curStateGraphStateSet);
            }
    
            let camera = this._drawActor.getBaseCamera();
            glstate.applyModelMatrix(this._transform, camera.getModelViewMatrix(), camera.getProjectionMatrix());
            this._geometry.draw(glstate);
            return true;
        },
    };
    module.exports = Drawable;
    
    // set: function (stateGraph, geometry, , depth) {
    //     this._statebin = stateGraph;
    //     this._geometry = geometry;
    //
    //     this._depth = depth;
    // },
    // drawGeometry: function (glstate) {
    //     //let program = glstate.getLastProgramApplied();
    //     //let programID = program.getID();
    //     //let programCaches = glstate.getProgramCaches();
    //     //let obj = programCaches[programID];
    //     // if(!obj){//程序不存在,创建一个新的
    //     //     obj = new CacheUniformApply(glstate, program);
    //     //     programCaches[programID] = obj;
    //     // }
    //
    //     //从相机获取modelview和projection
    //     //着色器暂时不需要透视矩阵
    //     //let modelview = this._camera.get
    //
    //
    //
    //     //glstate.applyModelViewMatrix(this._modelview);
    //     //glstate.applyProjectionMatrix(this._projection);
    //     glstate.applyTransformMatrix(this._transform);
    //     //this._modelview = this._camera.getModelViewMatrix();
    //     //Mat4.mul(this._modelview, this._modelview, this._transform);
    //     //this._projection = this._camera.getProjectionMatrix();
    //     glstate.applyModelMatrix(this._transform, this._camera.getModelViewMatrix(), this._camera.getProjectionMatrix());
    //
    //
    //     //let gluniforms = program.getGLUniformsCache();
    //     //let modelviewloc = gluniforms[glstate._modelViewMatrixUniform.getName()];
    //     //let viewloc = gluniforms[glstate._viewMatrixUniform.getName()];
    //
    //     //obj.apply(glstate, this._modelview, this._modelworld, this._view, this._projection, this._normal);
    //     this._geometry.draw(glstate);
    // },

    我们先来看看Drawable的构造函数,截取构造函数代码

    let Drawable = function (actor) {
        this._drawActor = actor;//关联的DrawActor
    
        this._geometry = undefined;//渲染的几何Geometry
        this._transform = undefined;//世界变换 FloatArray(16)
    
        this._statebin = undefined;//状态结点,原始的状态,没有额外功能时的状态
        this._curStatebin = undefined;//如果状态会动态变化,这里存储每一帧绘制时的状态结点
    
        this._depth = 0.0;//场景深度值,透明需要按深度排序绘制
    
        this._boundingBox = undefined;//包围盒
        this._boundingSphere = undefined;//包围球
    };

    首先我们看到第一个私有属性是DrawActor,我们看看DrawActor是个什么模块,先贴出DrawActor类代码。

    /*
    绘制对象角色
    
    每个DrawActor管理自己的渲染数据,自己的状态树,自己的相机树
    如果该功能销毁直接销毁对应的DrawActor资源
    但是他引用的状态,相机并不是他管理
    不想把各个DrawActor搅和在一起,逻辑混乱
    
    绘制分几种情况,全自动,全手动,半自动
    全自动-所有的绘制流程从一开始数据构造好后就不会再变更,只需在初始化时确认好 后续直接渲染即可
    半自动-部分绘制流程是固定的,部分绘制流程是动态的,比如构件场景下,需要点选高亮等功能变化
    全手动-所有的绘制流程都是动态的,每一帧都需要重新构造每个drawable,部分功能数据
     */
    let Drawable = require('./Drawable');
    let StateBin = require('./StateBin');
    let NodeVisitor = require('../util/NodeVisitor');
    let CullStack = require('./CullStack');
    let Mat4 = require('../util/Mat4');
    let Group = require('../core/Group');
    let Geode = require('../core/Geode');
    let MatrixTrasform = require('../core/MatrixTransform');
    let SceneRoot = require('../scene/SceneRoot');
    let Geometry = require('../core/Geometry');
    
    let DrawActor = function (renderer) {
        NodeVisitor.call(this, NodeVisitor.TRAVERSE_CHILDREN);
        CullStack.call(this);
    
        //为正确渲染准备的数据
        this._renderer = renderer;//所属的渲染器,固有资产,不会变更
        this._baseCamera = this._renderer.getMainCamera();//相机,默认为主相机
        this._baseState = new StateBin();//状态
        this._sceneRoot = undefined;//所属的场景根节点
    
        //渲染的对象
        this._drawables = [];
    
        //
        this._drawIndex = 0;//当前绘制的索引数,需要固定帧率渲染的地方使用
    
        //
        this._currentStateBin = undefined;//当前处理的状态树结点,临时数据
    
        //
        //this._fixed = false;//是否启用固定帧率
        this._valid = true;//直接屏蔽渲染的标记
    };
    
    DrawActor.prototype = Object.create(NodeVisitor.prototype);
    Object.assign(DrawActor.prototype, CullStack.prototype);
    DrawActor.prototype.constructor = DrawActor;
    Object.assign(DrawActor.prototype, {
        setBaseCamera: function (camera) {//设置当前相机,可以自由设置自己独特的相机
            this._baseCamera = camera;
        },
        getBaseCamera: function () {
            return this._baseCamera;
        },
        getBaseStateBin: function () {
            return this._baseState;
        },
        getBaseStateSet: function () {
            return this._baseState.getStateSet();
        },
        //复原场景根节点的状态
        revertBaseState: function () {
            if (this._sceneRoot) {
                this._baseState.setStateSet(this._sceneRoot.getStateSet());
            }
        },
        //与场景的唯一联系,一定要先定义好场景的几何和状态再调用setSceneRoot
        setSceneRoot: function (root) {
            this._sceneRoot = root;
            //一定要先定义好场景根节点的状态,否则会出错!!!
            //this._baseState.setStateSet(root.getStateSet());
        },
        createDrawable: function () {//base override
            return new Drawable(this);//创建对应类型的Drawable
        },
        addDrawable: function (drawable) {
            this._drawables.push(drawable);
        },
        getDrawables: function () {
            return this._drawables;
        },
    
        valid: function (valid) {
            if (valid !== undefined) {
                this._valid = valid;
            }
            return this._valid;
        },
        //遍历
        apply: function (node) {
            this[node.typeID](node);
        },
        //重载,压入一个状态
        pushStateSet: function (stateset) {
            if (stateset) {
                //添加StateGraph子节点,更新当前活动的StateGraph为新的状态
                this._currentStateBin = this._currentStateBin.addStateSetChild(stateset);
            }
        },
        //重载,弹出一个状态
        popStateSet: function (stateset) {
            if (stateset) {
                this._currentStateBin = this._currentStateBin.getParent();
            }
        },
        //重载
        pushDrawable: function (geometry) {
            let drawable = this.createDrawable();
            drawable.setStateBin(this._currentStateBin);
            drawable.setGeometry(geometry, this.getCurrentTransformMatrix());
            this.addDrawable(drawable);
        },
    
        //根重载,绘制当前Actor下的drawables,绘制不需要固定帧率,永远在第一帧里绘制完毕
        draw: function (glstate, preCamera) {
            if (!this._valid) {//不再绘制
                return preCamera;
            }
    
            this.drawCamera(preCamera);
    
            //循环遍历一遍drawables,绘制实体
            let preDrawable = undefined;
            let l = this._drawables.length;
            for (let i = this._drawIndex; i < l; i++) {
                let drawable = this._drawables[i];
                if (drawable.valid()) {
                    drawable.draw(glstate, preDrawable);//成功绘制的
                    preDrawable = drawable;
                }
                this._drawIndex++;
            }
            return this._baseCamera;
        },
        //每个新帧绘制之前的重置工作
        drawReset: function () {
            this._baseCamera.setClearFlag(false);
            this._drawIndex = 0;
        },
        //当前Actor的对象是否全部绘制完毕
        drawFinished: function () {
            return this._drawables.length === this._drawIndex;
        },
        //绘制相机状态(视口,清空)
        drawCamera: function (preCamera) {
            if (preCamera === this._baseCamera) {//重复的不再处理
                return;
            }
    
            //视口何时都需要设置
            let glstate = this._renderer.getGLState();
            glstate.applyAttribute(this._baseCamera.getViewport());
    
            //以下是每个相机只需要处理一次的事情
            if (!this._baseCamera.getClearFlag()) {
                //更新视锥体,确保剔除正确,每帧相机的投影矩阵和视图矩阵可能都会变化
                this._baseCamera.updateCullFrustum();
    
                //清空颜色和深度,但如果是主相机不再需要,在最开始就已经清空
                let clearmask = this._baseCamera.getClearMask();
                if (clearmask !== 0x0) {
                    let gl = glstate.getWebGLContext();
                    if (clearmask & gl.COLOR_BUFFER_BIT) {
                        let color = this._baseCamera.getClearColor();//清空颜色
                        gl.clearColor(color[0], color[1], color[2], color[3]);
                    }
                    if (clearmask & gl.DEPTH_BUFFER_BIT) {
                        let depth = this._baseCamera.getClearDepth();//清空深度
                        gl.depthMask(true);
                        gl.clearDepth(depth);
                    }
                    gl.clear(clearmask);
                }
                this._baseCamera.setClearFlag(true);
            }
        },
    
        //根重载,线段求交,返回相交的drawable对象
        linesegmentIntersect: function (start, end, threshold) {
            let LineSegmentIntersector = require('../util/LineSegmentIntersector');
            let intersector = new LineSegmentIntersector();
            intersector.initialize(start, end, threshold);
            let length = this._drawables.length;
            for (let i = 0; i < length; i++) {
                let drawable = this._drawables[i];
                if (drawable.valid()) {//没有隐藏,没有被剔除的drawable进行相交运算
                    intersector.intersect(drawable);
                }
            }
            //线段求交结果需要根据ratio排序
            return intersector.getIntersections();
        },
    });
    
    DrawActor.prototype[SceneRoot.typeID] = function (root) {
        this._baseState.removeChildren();
        this._baseState.setStateSet(root.getStateSet());
    
        this._currentStateBin = this._baseState;
        this.pushTransformMatrix(root.getRootTransform());//变换矩阵中先推入一个单位矩阵作为根节点,非常重要
        this.traverse(root);
        this.popTransformMatrix();
        this._currentStateBin = undefined;
    };
    DrawActor.prototype[MatrixTrasform.typeID] = function (node) {
        //模型矩阵变换
        let lastModelMatrix = this.getCurrentTransformMatrix();
        let mmatrix = undefined;
        if (lastModelMatrix) {
            mmatrix = Mat4.clone(lastModelMatrix);
        } else {
            mmatrix = Mat4.new();
        }
        node.computeLocalToWorldMatrix(mmatrix);
        this.pushTransformMatrix(mmatrix);
    
        //状态
        let stateset = node.getStateSet();
        this.pushStateSet(stateset);
        this.traverse(node);
        this.popStateSet(stateset);
        this.popTransformMatrix();
    };
    DrawActor.prototype[Geode.typeID] = function (geode) {
        this[Group.typeID](geode);
    };
    DrawActor.prototype[Group.typeID] = function (group) {
        let stateset = group.getStateSet();
        this.pushStateSet(stateset);
        this.traverse(group);
        this.popStateSet(stateset);
    };
    DrawActor.prototype[Geometry.typeID] = function (geometry) {//Geometry已经是叶子,不需要继续递归了
        let stateset = geometry.getStateSet();
        this.pushStateSet(stateset);
        this.pushDrawable(geometry);
        this.popStateSet(stateset);
    };
    module.exports = DrawActor;
    // reset: function () {
    //     this._drawables.length = 0;//置空
    //     this._sceneRoot = undefined;
    // },
    // polytopeIntersect: function () {
    //
    // },
    // sphereIntersect: function () {
    //
    // },

      我们可以看到,DrawActor是将要被绘制的对象,分成全自动(初始化模型数据就构造Drawable,准备渲染)、半自动(事件触发后构造Drawable,等待渲染)、全手动(用户自己构造Drawable,用户自己将Drawable排入渲染队列)。我们看到,DrawActor的构造函数包含的私有属性有this._renderer渲染器、this._baseCamera待渲染模块所属相机、this._baseState状态(对应shader里的uniform参数)、this._sceneRoot所属场景根节点、this._drawables包含的渲染对象、this._drawIndex当前绘制的索引数(代表本次绘制是第几次绘制,如果一此不能全部绘制完,就分多次绘制,例如模型增长)、this._currentStateBin当前处理的状态树节点、this._valid屏蔽渲染的标记(true:加入渲染队列,false:不加入渲染队列)。

      我们再来看看DrawActor的成员函数都做了什么,我们依次来看。

    1.setBaseCamera设置参考相机,这就是设置当前绘制对象的观察相机。2.getBaseCamera获取参考相机。3.getbaseStateBin获取状态信息,包括当前渲染对象绑定的shader,uniform参数以及frameBuffer材质。4.getBaseStateSet同样是获取当前渲染对象的状态信息,shader,uniform,材质信息,depth深度缓冲等。5.revertBaseState恢复场景根节点状态,包括shader,uniform参数,材质信息,depth深度缓存。6.setSceneRoot设置场景根节点。7.createDrawable创建渲染对象。8.addDrawable追加渲染对象进入绘制对象数组。9.getDrawable返回渲染对象数组。10.valid标记当前渲染对象是否被屏蔽。11.apply取出每个渲染节点。12.pushStateSet向stateBin中加入stateSet,这里说明一点,stateSet是stateBin的属性。13.popStateSet从stateBin中取出stateSet属性参数。14.pushDrawable创建渲染对象drawable然后加入drawActor的drawable渲染对象数组。15.draw这才是drawActor的核心功能函数,同学们,鲫鱼为大家隆重介绍绘制函数,或者叫渲染函数,这就是将所有的drawable渲染对象进行遍历渲染的功能函数。16.drawReset每一帧绘制之前的整理重置。17.drawFinished判断当前drawActor绘制对象是否全部将drawable数组中的渲染对象绘制完毕。18.drawCamera绘制相机状态(视口,深度缓冲),如果没有渲染对象私有独立的相机,就操作主相机。19.linesegmentIntersection射线碰撞,重载父类方法。

      依次看一下上面的函数,我们大致了解了DrawActor类处理的是渲染流程管理的工作。我们接下来继续看Drawable类的其他属性。我们再贴出一次drawable的构造函数。

    let Drawable = function (actor) {
        this._drawActor = actor;//关联的DrawActor
    
        this._geometry = undefined;//渲染的几何Geometry
        this._transform = undefined;//世界变换 FloatArray(16)
    
        this._statebin = undefined;//状态结点,原始的状态,没有额外功能时的状态
        this._curStatebin = undefined;//如果状态会动态变化,这里存储每一帧绘制时的状态结点
    
        this._depth = 0.0;//场景深度值,透明需要按深度排序绘制
    
        this._boundingBox = undefined;//包围盒
        this._boundingSphere = undefined;//包围球
    };

    我们已经看过了this._drawActor,也知道了drawActor是管理渲染的类。接下来我们看this._geometry渲染的几何体成员对象。this._transform空间变换矩阵。this._statebin状态节点,用来添加stateSet状态参数对象。this._currStatebin,保存每一帧的临时状态stateSet。this._depth场景深度值,作用于主相机或渲染对象私有相机(如果有私有相机的话)。this._boundingBox包围盒。this._boundingSphere包围球。这些就是Drawable类的成员。我们马上来看一下Drawable的成员函数。
      Drawable成员函数。贴出代码。

    setGeometry: function (g, transform) {
            this._geometry = g;
            this._transform = transform;
        },
        getGeometry: function () {
            return this._geometry;
        },
        getTransform: function () {
            return this._transform;
        },
        setStateBin: function (sb) {
            this._statebin = sb;
        },
        getStateBin: function () {
            return this._statebin;
        },
        getCurrentStateBin: function () {
            return this._curStatebin;
        },
        // setDepth: function (d) {
        //     this._depth = d;
        // },
        getDepth: function () {
            return this._depth;
        },
    
        reset: function () {
            this._geometry = undefined;
            this._transform = undefined;
    
            this._statebin = undefined;
            this._curStatebin = undefined;
            this._depth = 0.0;
    
            this._boundingBox = undefined;
            this._boundingSphere = undefined;
        },
        valid: function () {
            if (this._drawActor.getBaseCamera().isBoundingBoxCulled(this.getBoundingBox())) {
                return false;
            }
            return true;
        },
        isTransparent: function () {
            return false;
        },
        //计算深度值
        computeDepth: function () {
            //根据包围盒和相机变换矩阵,确认中心点的Z值
            let mvmatrix = this._drawActor.getBaseCamera().getModelViewMatrix();
    
            let temp = Vec3.MemoryPool.alloc();
            this._depth = this.distanceZ(this.getBoundingBox().getCenter(temp), mvmatrix);
            Vec3.MemoryPool.free(temp);
            //drawable.setDepth(depth);
        },
        //相机的矩阵要取反
        distanceZ: function (coord, matrix) {
            return -(coord[0] * matrix[2] + coord[1] * matrix[6] + coord[2] * matrix[10] + matrix[14]);
        },
        getBoundingBox: function () {
            if(this._boundingBox === undefined){
                this._boundingBox = new BoundingBox();
    
                this._boundingBox.copy(this._geometry.getBoundingBox(true));
                if(this._transform){
                    this._boundingBox.transformMat4(this._transform);
                }
            }
            return this._boundingBox;
        },
        getBoundingSphere: function () {
            if(this._boundingSphere === undefined) {
                this._boundingSphere = new BoundingSphere();
                let bb = this.getBoundingBox();
                this._boundingSphere.expandByBoundingBox(bb);
            }
            return this._boundingSphere;
        },
        getRadius: function () {
            return this.getBoundingSphere().getRadius();
        },

    都是设置和获取属性的函数,包括包围盒和包围球。接下来我们来看看最核心的部分,隆重介绍draw绘制函数,请看代码。

    // There are 3 cases when there is a prev / current render leaf
        // pSG: previousStateGraph
        // cSG: currentStateGraph
        // pRL: previousRenderLeaf
        // cRL: currentRenderLeaf
        //
        //          A                        B                       C
        // +-----+     +-----+            +-----+                 +-----+
        // | pSG |     | cSG |         +--+ SG  +--+              | SG  |
        // +--+--+     +--+--+         |  +-----+  |              +--+--+
        //    |           |            |           |                 |
        // +--v--+     +--v--+      +--v--+     +--v--+           +--v--+
        // | pSG |     | cSG |      | pSG |     | cSG |        +--+ SG  +--+
        // +--+--+     +--+--+      +--+--+     +--+--+        |  +-----+  |
        //    |           |            |           |           |           |
        // +--v--+     +--v--+      +--v--+     +--v--+     +--v--+     +--v--+
        // | pRL |     | cRL |      | pRL |     | cRL |     | pRL |     | cRL |
        // +-----+     +-----+      +-----+     +-----+     +-----+     +-----+
        //
        //
        // Case A
        // no common parent StateGraphNode we need to
        // popStateSet until we find the common parent and then
        // pushStateSet from the common parent to the current RenderLeaf
        //
        // Case B
        // common parent StateGraphNode so we apply the current stateSet
        //
        // Case C
        // the StateGraphNode is common to the previous RenderLeaf so we dont need
        // to do anything except if we used an insertStateSet
        draw: function (glstate, preDrawable) {
            //先接受状态,再渲染几何
            let curStateGraph = this._statebin;
            let curStateGraphStateSet = curStateGraph.getStateSet();
            let curStateGraphParent = curStateGraph.getParent();
    
            let preStateGraph;
            let preStateGraphParent;
            if(preDrawable !== undefined){
                preStateGraph = preDrawable._statebin;
                preStateGraphParent = preStateGraph.getParent();
    
                if(preStateGraphParent !== curStateGraphParent){//A
                    StateBin.moveStateBin(glstate, preStateGraphParent, curStateGraphParent);
                    glstate.applyStateSet(curStateGraphStateSet);
                }else if(preStateGraph !== curStateGraph){//B
                    glstate.applyStateSet(curStateGraphStateSet);
                }else{
                    // in osg we call apply but actually we dont need
                    // except if the stateSetStack changed.
                    // for example if insert/remove StateSet has been used
                    // if (glstate._stateSetStackChanged(idLastDraw, lastStateSetStackSize )) {
                    //     glstate.applyStateSet(curStateGraphStateSet);
                    // }
                }
            }
            else{//如果preLeaf为空,第一个绘制的几何,状态遍历到根节点全部push到GLState中
                StateBin.moveStateBin(glstate, undefined, curStateGraphParent);
                glstate.applyStateSet(curStateGraphStateSet);
            }
    
            let camera = this._drawActor.getBaseCamera();
            glstate.applyModelMatrix(this._transform, camera.getModelViewMatrix(), camera.getProjectionMatrix());
            this._geometry.draw(glstate);
            return true;
        },

    我将注释也贴了出来,我们可以看到,渲染绘制是分三种情况的,首先我们要了解一下StateGraph渲染属性这个来源于osg的概念。stateGraph是渲染的状态属性,包括本次渲染绑定的shader,uniform参数,frameBuffer材质属性,depth深度属性。好了,大致了解了StateGraph后我们再来了解一下RenderLeaf渲染叶这个同样来自osg的概念。RenderLeaf是渲染叶,需要注意的是渲染叶保存的是sceneTree的节点状态,而不是场景树的几何和transform信息。好了,了解了这两个概念我们来看看这三种情况。A.前一帧stateGraph和后一帧stateGraph没有同一个父节点;B.前后两帧stateGraph有同一个父节点;C.前后两帧renderLeaf有共同父节点。针对这三种情况,处理的方式不同,需要注意。鲫鱼也才开始逐步研究osg框架,理解不到位之处请各位方家海涵。
      好了,今天讲述的是osg的渲染模块中的一部分DrawActor和Drawable两个模块。下一篇会进一步讲述渲染模块。欢迎大家讨论,祝大家元旦快乐。本文系原创,如需引用,请注明出处:https://www.cnblogs.com/ccentry/p/10199157.html                       

     
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  • 原文地址:https://www.cnblogs.com/ccentry/p/10199157.html
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