Cesium高级教程-渲染模块-自动统一值

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

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