Cesium高级教程-渲染模块-自动统一值
自动统一值
AutomaticUniforms
类(准确来说是一个对象)对UniformState
的取值进行封装,我们称之为自动统一值。因为UniformState
中的封装的数据其类型是Cesium框架定义的类型(比如纹理是Texture
类,矩阵是Matrix
类),这些数据在传入WebGL
着色器时要转换为WebGL
对应的类型, 所以AutomaticUniforms
自动统一值的作用就是充当两种数据类型转换的桥梁。
//源码文件所在位置packages\engine\Source\Renderer\AutomaticUniforms.js
import Cartesian3 from "../Core/Cartesian3.js";
import Matrix4 from "../Core/Matrix4.js";
import WebGLConstants from "../Core/WebGLConstants.js";
const viewerPositionWCScratch = new Cartesian3();
function AutomaticUniform(options) {
this._size = options.size;
this._datatype = options.datatype;
this.getValue = options.getValue;
}
const datatypeToGlsl = {};
datatypeToGlsl[WebGLConstants.FLOAT] = "float";
datatypeToGlsl[WebGLConstants.FLOAT_VEC2] = "vec2";
datatypeToGlsl[WebGLConstants.FLOAT_VEC3] = "vec3";
datatypeToGlsl[WebGLConstants.FLOAT_VEC4] = "vec4";
datatypeToGlsl[WebGLConstants.INT] = "int";
datatypeToGlsl[WebGLConstants.INT_VEC2] = "ivec2";
datatypeToGlsl[WebGLConstants.INT_VEC3] = "ivec3";
datatypeToGlsl[WebGLConstants.INT_VEC4] = "ivec4";
datatypeToGlsl[WebGLConstants.BOOL] = "bool";
datatypeToGlsl[WebGLConstants.BOOL_VEC2] = "bvec2";
datatypeToGlsl[WebGLConstants.BOOL_VEC3] = "bvec3";
datatypeToGlsl[WebGLConstants.BOOL_VEC4] = "bvec4";
datatypeToGlsl[WebGLConstants.FLOAT_MAT2] = "mat2";
datatypeToGlsl[WebGLConstants.FLOAT_MAT3] = "mat3";
datatypeToGlsl[WebGLConstants.FLOAT_MAT4] = "mat4";
datatypeToGlsl[WebGLConstants.SAMPLER_2D] = "sampler2D";
datatypeToGlsl[WebGLConstants.SAMPLER_CUBE] = "samplerCube";
AutomaticUniform.prototype.getDeclaration = function (name) {
let declaration = `uniform ${datatypeToGlsl[this._datatype]} ${name}`;
const size = this._size;
if (size === 1) {
declaration += ";";
} else {
declaration += `[${size.toString()}];`;
}
return declaration;
};
/**
* @private
*/
const AutomaticUniforms = {
/**
* An automatic GLSL uniform containing the viewport's <code>x</code>, <code>y</code>, <code>width</code>,
* and <code>height</code> properties in an <code>vec4</code>'s <code>x</code>, <code>y</code>, <code>z</code>,
* and <code>w</code> components, respectively.
*
* @example
* // GLSL declaration
* uniform vec4 czm_viewport;
*
* // Scale the window coordinate components to [0, 1] by dividing
* // by the viewport's width and height.
* vec2 v = gl_FragCoord.xy / czm_viewport.zw;
*
* @see Context#getViewport
*/
czm_viewport: new AutomaticUniform({
size: 1,
datatype: WebGLConstants.FLOAT_VEC4,
getValue: function (uniformState) {
return uniformState.viewportCartesian4;
},
}),
/**
* An automatic GLSL uniform representing a 4x4 orthographic projection matrix that
* transforms window coordinates to clip coordinates. Clip coordinates is the
* coordinate system for a vertex shader's <code>gl_Position</code> output.
* <br /><br />
* This transform is useful when a vertex shader inputs or manipulates window coordinates
* as done by {@link BillboardCollection}.
* <br /><br />
* Do not confuse {@link czm_viewportTransformation} with <code>czm_viewportOrthographic</code>.
* The former transforms from normalized device coordinates to window coordinates; the later transforms
* from window coordinates to clip coordinates, and is often used to assign to <code>gl_Position</code>.
*
* @example
* // GLSL declaration
* uniform mat4 czm_viewportOrthographic;
*
* // Example
* gl_Position = czm_viewportOrthographic * vec4(windowPosition, 0.0, 1.0);
*
* @see UniformState#viewportOrthographic
* @see czm_viewport
* @see czm_viewportTransformation
* @see BillboardCollection
*/
czm_viewportOrthographic: new AutomaticUniform({
size: 1,
datatype: WebGLConstants.FLOAT_MAT4,
getValue: function (uniformState) {
return uniformState.viewportOrthographic;
},
}),
/**
* An automatic GLSL uniform representing a 4x4 transformation matrix that
* transforms normalized device coordinates to window coordinates. The context's
* full viewport is used, and the depth range is assumed to be <code>near = 0</code>
* and <code>far = 1</code>.
* <br /><br />
* This transform is useful when there is a need to manipulate window coordinates
* in a vertex shader as done by {@link BillboardCollection}. In many cases,
* this matrix will not be used directly; instead, {@link czm_modelToWindowCoordinates}
* will be used to transform directly from model to window coordinates.
* <br /><br />
* Do not confuse <code>czm_viewportTransformation</code> with {@link czm_viewportOrthographic}.
* The former transforms from normalized device coordinates to window coordinates; the later transforms
* from window coordinates to clip coordinates, and is often used to assign to <code>gl_Position</code>.
*
* @example
* // GLSL declaration
* uniform mat4 czm_viewportTransformation;
*
* // Use czm_viewportTransformation as part of the
* // transform from model to window coordinates.
* vec4 q = czm_modelViewProjection * positionMC; // model to clip coordinates
* q.xyz /= q.w; // clip to normalized device coordinates (ndc)
* q.xyz = (czm_viewportTransformation * vec4(q.xyz, 1.0)).xyz; // ndc to window coordinates
*
* @see UniformState#viewportTransformation
* @see czm_viewport
* @see czm_viewportOrthographic
* @see czm_modelToWindowCoordinates
* @see BillboardCollection
*/
czm_viewportTransformation: new AutomaticUniform({
size: 1,
datatype: WebGLConstants.FLOAT_MAT4,
getValue: function (uniformState) {
return uniformState.viewportTransformation;
},
}),
/**
* An automatic GLSL uniform representing the depth of the scene
* after the globe pass and then updated after the 3D Tiles pass.
* The depth is packed into an RGBA texture.
*
* @example
* // GLSL declaration
* uniform sampler2D czm_globeDepthTexture;
*
* // Get the depth at the current fragment
* vec2 coords = gl_FragCoord.xy / czm_viewport.zw;
* float depth = czm_unpackDepth(texture(czm_globeDepthTexture, coords));
*/
czm_globeDepthTexture: new AutomaticUniform({
size: 1,
datatype: WebGLConstants.SAMPLER_2D,
getValue: function (uniformState) {
return uniformState.globeDepthTexture;
},
}),
/**
* An automatic GLSL uniform representing a 4x4 model transformation matrix that
* transforms model coordinates to world coordinates.
*
* @example
* // GLSL declaration
* uniform mat4 czm_model;
*
* // Example
* vec4 worldPosition = czm_model * modelPosition;
*
* @see UniformState#model
* @see czm_inverseModel
* @see czm_modelView
* @see czm_modelViewProjection
*/
czm_model: new AutomaticUniform({
size: 1,
datatype: WebGLConstants.FLOAT_MAT4,
getValue: function (uniformState) {
return uniformState.model;
},
}),
/**
* An automatic GLSL uniform representing a 4x4 model transformation matrix that
* transforms world coordinates to model coordinates.
*
* @example
* // GLSL declaration
* uniform mat4 czm_inverseModel;
*
* // Example
* vec4 modelPosition = czm_inverseModel * worldPosition;
*
* @see UniformState#inverseModel
* @see czm_model
* @see czm_inverseModelView
*/
czm_inverseModel: new AutomaticUniform({
size: 1,
datatype: WebGLConstants.FLOAT_MAT4,
getValue: function (uniformState) {
return uniformState.inverseModel;
},
}),
/**
* An automatic GLSL uniform representing a 4x4 view transformation matrix that
* transforms world coordinates to eye coordinates.
*
* @example
* // GLSL declaration
* uniform mat4 czm_view;
*
* // Example
* vec4 eyePosition = czm_view * worldPosition;
*
* @see UniformState#view
* @see czm_viewRotation
* @see czm_modelView
* @see czm_viewProjection
* @see czm_modelViewProjection
* @see czm_inverseView
*/
czm_view: new AutomaticUniform({
size: 1,
datatype: WebGLConstants.FLOAT_MAT4,
getValue: function (uniformState) {
return uniformState.view;
},
}),
/**
* An automatic GLSL uniform representing a 4x4 view transformation matrix that
* transforms 3D world coordinates to eye coordinates. In 3D mode, this is identical to
* {@link czm_view}, but in 2D and Columbus View it represents the view matrix
* as if the camera were at an equivalent location in 3D mode. This is useful for lighting
* 2D and Columbus View in the same way that 3D is lit.
*
* @example
* // GLSL declaration
* uniform mat4 czm_view3D;
*
* // Example
* vec4 eyePosition3D = czm_view3D * worldPosition3D;
*
* @see UniformState#view3D
* @see czm_view
*/
czm_view3D: new AutomaticUniform({
size: 1,
datatype: WebGLConstants.FLOAT_MAT4,
getValue: function (uniformState) {
return uniformState.view3D;
},
}),
/**
* An automatic GLSL uniform representing a 3x3 view rotation matrix that
* transforms vectors in world coordinates to eye coordinates.
*
* @example
* // GLSL declaration
* uniform mat3 czm_viewRotation;
*
* // Example
* vec3 eyeVector = czm_viewRotation * worldVector;
*
* @see UniformState#viewRotation
* @see czm_view
* @see czm_inverseView
* @see czm_inverseViewRotation
*/
czm_viewRotation: new AutomaticUniform({
size: 1,
datatype: WebGLConstants.FLOAT_MAT3,
getValue: function (uniformState) {
return uniformState.viewRotation;
},
}),
/**
* An automatic GLSL uniform representing a 3x3 view rotation matrix that
* transforms vectors in 3D world coordinates to eye coordinates. In 3D mode, this is identical to
* {@link czm_viewRotation}, but in 2D and Columbus View it represents the view matrix
* as if the camera were at an equivalent location in 3D mode. This is useful for lighting
* 2D and Columbus View in the same way that 3D is lit.
*
* @example
* // GLSL declaration
* uniform mat3 czm_viewRotation3D;
*
* // Example
* vec3 eyeVector = czm_viewRotation3D * worldVector;
*
* @see UniformState#viewRotation3D
* @see czm_viewRotation
*/
czm_viewRotation3D: new AutomaticUniform({
size: 1,
datatype: WebGLConstants.FLOAT_MAT3,
getValue: function (uniformState) {
return uniformState.viewRotation3D;
},
}),
/**
* An automatic GLSL uniform representing a 4x4 transformation matrix that
* transforms from eye coordinates to world coordinates.
*
* @example
* // GLSL declaration
* uniform mat4 czm_inverseView;
*
* // Example
* vec4 worldPosition = czm_inverseView * eyePosition;
*
* @see UniformState#inverseView
* @see czm_view
* @see czm_inverseNormal
*/
czm_inverseView: new AutomaticUniform({
size: 1,
datatype: WebGLConstants.FLOAT_MAT4,
getValue: function (uniformState) {
return uniformState.inverseView;
},
}),
/**
* An automatic GLSL uniform representing a 4x4 transformation matrix that
* transforms from 3D eye coordinates to world coordinates. In 3D mode, this is identical to
* {@link czm_inverseView}, but in 2D and Columbus View it represents the inverse view matrix
* as if the camera were at an equivalent location in 3D mode. This is useful for lighting
* 2D and Columbus View in the same way that 3D is lit.
*
* @example
* // GLSL declaration
* uniform mat4 czm_inverseView3D;
*
* // Example
* vec4 worldPosition = czm_inverseView3D * eyePosition;
*
* @see UniformState#inverseView3D
* @see czm_inverseView
*/
czm_inverseView3D: new AutomaticUniform({
size: 1,
datatype: WebGLConstants.FLOAT_MAT4,
getValue: function (uniformState) {
return uniformState.inverseView3D;
},
}),
/**
* An automatic GLSL uniform representing a 3x3 rotation matrix that
* transforms vectors from eye coordinates to world coordinates.
*
* @example
* // GLSL declaration
* uniform mat3 czm_inverseViewRotation;
*
* // Example
* vec4 worldVector = czm_inverseViewRotation * eyeVector;
*
* @see UniformState#inverseView
* @see czm_view
* @see czm_viewRotation
* @see czm_inverseViewRotation
*/
czm_inverseViewRotation: new AutomaticUniform({
size: 1,
datatype: WebGLConstants.FLOAT_MAT3,
getValue: function (uniformState) {
return uniformState.inverseViewRotation;
},
}),
/**
* An automatic GLSL uniform representing a 3x3 rotation matrix that
* transforms vectors from 3D eye coordinates to world coordinates. In 3D mode, this is identical to
* {@link czm_inverseViewRotation}, but in 2D and Columbus View it represents the inverse view matrix
* as if the camera were at an equivalent location in 3D mode. This is useful for lighting
* 2D and Columbus View in the same way that 3D is lit.
*
* @example
* // GLSL declaration
* uniform mat3 czm_inverseViewRotation3D;
*
* // Example
* vec4 worldVector = czm_inverseViewRotation3D * eyeVector;
*
* @see UniformState#inverseView3D
* @see czm_inverseViewRotation
*/
czm_inverseViewRotation3D: new AutomaticUniform({
size: 1,
datatype: WebGLConstants.FLOAT_MAT3,
getValue: function (uniformState) {
return uniformState.inverseViewRotation3D;
},
}),
/**
* An automatic GLSL uniform representing a 4x4 projection transformation matrix that
* transforms eye coordinates to clip coordinates. Clip coordinates is the
* coordinate system for a vertex shader's <code>gl_Position</code> output.
*
* @example
* // GLSL declaration
* uniform mat4 czm_projection;
*
* // Example
* gl_Position = czm_projection * eyePosition;
*
* @see UniformState#projection
* @see czm_viewProjection
* @see czm_modelViewProjection
* @see czm_infiniteProjection
*/
czm_projection: new AutomaticUniform({
size: 1,
datatype: WebGLConstants.FLOAT_MAT4,
getValue: function (uniformState) {
return uniformState.projection;
},
}),
/**
* An automatic GLSL uniform representing a 4x4 inverse projection transformation matrix that
* transforms from clip coordinates to eye coordinates. Clip coordinates is the
* coordinate system for a vertex shader's <code>gl_Position</code> output.
*
* @example
* // GLSL declaration
* uniform mat4 czm_inverseProjection;
*
* // Example
* vec4 eyePosition = czm_inverseProjection * clipPosition;
*
* @see UniformState#inverseProjection
* @see czm_projection
*/
czm_inverseProjection: new AutomaticUniform({
size: 1,
datatype: WebGLConstants.FLOAT_MAT4,
getValue: function (uniformState) {
return uniformState.inverseProjection;
},
}),
...
};
export default AutomaticUniforms;
统一值状态数据使用
UniformState
统一值状态的数据最后在着色器程序中被使用,使用时是通过AutomaticUniforms
来提供的,因为要进行数据类型的转换,首先要知道对应的类型关系。
//源码所在文件位置 packages\engine\Source\Renderer\ShaderProgram.js
function partitionUniforms(shader, uniforms) {
const automaticUniforms = [];
const manualUniforms = [];
for (const uniform in uniforms) {
if (uniforms.hasOwnProperty(uniform)) {
const uniformObject = uniforms[uniform];
let uniformName = uniform;
// if it's a duplicate uniform, use its original name so it is updated correctly
const duplicateUniform = shader._duplicateUniformNames[uniformName];
if (defined(duplicateUniform)) {
uniformObject.name = duplicateUniform;
uniformName = duplicateUniform;
}
const automaticUniform = AutomaticUniforms[uniformName];
if (defined(automaticUniform)) {
automaticUniforms.push({
uniform: uniformObject,
automaticUniform: automaticUniform,
});
} else {
manualUniforms.push(uniformObject);
}
}
}
return {
automaticUniforms: automaticUniforms,
manualUniforms: manualUniforms,
};
}
ShaderProgram.prototype._setUniforms = function (
uniformMap,
uniformState,
validate,
) {
let len;
let i;
if (defined(uniformMap)) {
const manualUniforms = this._manualUniforms;
len = manualUniforms.length;
for (i = 0; i < len; ++i) {
const mu = manualUniforms[i];
//>>includeStart('debug', pragmas.debug);
if (!defined(uniformMap[mu.name])) {
throw new DeveloperError(`Unknown uniform: ${mu.name}`);
}
//>>includeEnd('debug');
mu.value = uniformMap[mu.name]();
}
}
const automaticUniforms = this._automaticUniforms;
len = automaticUniforms.length;
for (i = 0; i < len; ++i) {
const au = automaticUniforms[i];
au.uniform.value = au.automaticUniform.getValue(uniformState);
}
///
// It appears that assigning the uniform values above and then setting them here
// (which makes the GL calls) is faster than removing this loop and making
// the GL calls above. I suspect this is because each GL call pollutes the
// L2 cache making our JavaScript and the browser/driver ping-pong cache lines.
const uniforms = this._uniforms;
len = uniforms.length;
for (i = 0; i < len; ++i) {
uniforms[i].set();
}
if (validate) {
const gl = this._gl;
const program = this._program;
gl.validateProgram(program);
//>>includeStart('debug', pragmas.debug);
if (!gl.getProgramParameter(program, gl.VALIDATE_STATUS)) {
throw new DeveloperError(
`Program validation failed. Program info log: ${gl.getProgramInfoLog(
program,
)}`,
);
}
//>>includeEnd('debug');
}
};
更多内容见 Cesium高级教程-教程简介