• cesium primitive方式 ————http://blog.sina.com.cn/s/blog_15e866bbe0102y0ji.html


    Cesium学习笔记-工具篇17-PrimitivePoint自定义渲染-点

      (2018-08-28 16:12:06)
    标签: 

    cesium

     

    primitive

     

    自定义渲染

     

    shader

     

    cesium自定义画点

    分类: cesium
    今天我们来学习下cesium最重要一个对象--primitive,在之前基础系列中,我们已经接触过primitive,但是接触的都是primitive为我们封装好的接口,我们今天来学习下primitive更深层次的api。我们有时候绘制对象时,需要自己灵活控制渲染对象的顶点和颜色(纹理),虽然cesium已经给我们提供了很多现成的基础图元,但还是不够灵活,今天我们就从三维基础绘制原理来学习下在cesium中,如何绘制基本图元:点、线、三角面片以及纹理贴图。如果你熟悉三维渲染底层,那么对点、线、三角面片、纹理这些概念一定非常了解,应为它们是组成三维渲染对象的基础。任何三维对象几何属性都是由复杂的点、线、三角面片这三种基本类型组成,然后加上纹理贴图就有了逼真的外观。那么今天我们就先来了解下如何用primitive接口绘制自定义点。在这里我要感谢我的好朋友MikesWei,在我学习cesium过程中给予无私地帮助。
    首先我们看primitive的官方api:
    Cesium学习笔记-工具篇17-PrimitivePoint自定义渲染-点
    可以看到,primitive两个重要对象:geometry和appearance。
    查看geometry:
    Cesium学习笔记-工具篇17-PrimitivePoint自定义渲染-点
    这里的PrimitiveType就是指定该几何对象图元类型是那种,一共有以下几种:
    Cesium学习笔记-工具篇17-PrimitivePoint自定义渲染-点
    每个类型具体含义,大家可以自己翻译便知。本节我们学习如何绘制点,所以我们使用POINTS对象。
    然后我们来看appearance:
    Cesium学习笔记-工具篇17-PrimitivePoint自定义渲染-点
    这里我们需要关注图中标出的三个属性:
    material:设置材质
    vertexShaderSource:设置顶点着色器代码
    fragmentShaderSource:设置片源着色器代码。
    顶点着色器和片源着色器都是使用GLSL语言编写,接触webgl的童鞋对此一定非常了解,我对此还没入门,无法说出个所以然来。
    知道绘制primitive的要点后,下面就是具体实现,直接上代码:
    var PrimitivePoints=(
        function () {
            var vertexShader;
            var fragmentShader;
            var geometry;
            var appearance;
            var viewer;
            function _(options) {
                viewer = options.viewer;
                vertexShader = getVS();
                fragmentShader = getFS();
                if (options.Cartesians && options.Cartesians.length >= 2) {
                    var postionsTemp = [];
                    var colorsTemp = [];
                    var indicesTesm = [];
                    if (options.Colors && options.Colors.length === options.Cartesians.length * 4) {
                        for (var i = 0; i < options.Cartesians.length; i++) {
                            postionsTemp.push(options.Cartesians[i].x);
                            postionsTemp.push(options.Cartesians[i].y);
                            postionsTemp.push(options.Cartesians[i].z);
                        }
                        colorsTemp = options.Colors;
                    } else {
                        for (var i = 0; i < options.Cartesians.length; i++) {
                            postionsTemp.push(options.Cartesians[i].x);
                            postionsTemp.push(options.Cartesians[i].y);
                            postionsTemp.push(options.Cartesians[i].z);
                            //
                            colorsTemp.push(0.0);
                            colorsTemp.push(0.0);
                            colorsTemp.push(1.0);
                            colorsTemp.push(1.0);
                        }
                    }
                    for (var i = 0; i < options.Cartesians.length; i++) {
                        indicesTesm.push(i);
                    }
                    this.positionArr = new Float64Array(postionsTemp);
                    this.colorArr = new Float32Array(colorsTemp);
                    this.indiceArr = new Uint16Array(indicesTesm);
     
                } else {
                    var p1 = Cesium.Cartesian3.fromDegrees(0, 0, -10);
                    var p2 = Cesium.Cartesian3.fromDegrees(0, 0.001, -10);
                    this.positionArr = new Float64Array([
                        p1.x, p1.y, p1.z,
                        p2.x, p2.y, p2.z
                    ]);
                    this.colorArr = new Float32Array([
                             0.0, 0.0, 1.0, 1.0,
                             0.0, 0.0, 1.0, 1.0
                    ]);
                    this.indiceArr = new Uint16Array([0, 1]);
                }
               
                geometry = CreateGeometry(this.positionArr, this.colorArr, this.indiceArr);
                appearance = CreateAppearence(fragmentShader, vertexShader);
     
                this.primitive = viewer.scene.primitives.add(new Cesium.Primitive({
                    geometryInstances: new Cesium.GeometryInstance({
                        geometry: geometry
                    }),
                    appearance: appearance,
                    asynchronous: false
                }));
            }
     
            function CreateGeometry(positions, colors, indices) {
                return new Cesium.Geometry({
                    attributes: {
                        position: new Cesium.GeometryAttribute({
                            componentDatatype: Cesium.ComponentDatatype.DOUBLE,
                            componentsPerAttribute: 3,
                            values: positions
                        }),
                        color: new Cesium.GeometryAttribute({
                            componentDatatype: Cesium.ComponentDatatype.FLOAT,
                            componentsPerAttribute: 4,
                            values: colors
                        })
                    },
                    indices: indices,
                    primitiveType: Cesium.PrimitiveType.POINTS,
                    boundingSphere: Cesium.BoundingSphere.fromVertices(positions)
                });
            }
     
            function CreateAppearence(fs, vs) {
                return new Cesium.Appearance({        
                    renderState: {
                        blending: Cesium.BlendingState.PRE_MULTIPLIED_ALPHA_BLEND, 
                        depthTest: { enabled: true }, 
                        depthMask: true
                    },
                    fragmentShaderSource: fs,
                    vertexShaderSource: vs
                });
            }
     
            function getVS() {
                return "attribute vec3 position3DHigh;
                attribute vec3 position3DLow;
                attribute vec4 color;
                varying vec4 v_color;
                attribute float batchId;
                void main()
                {
                    vec4 p = czm_computePosition();
                    v_color =color;
                    p = czm_modelViewProjectionRelativeToEye * p;
                    gl_Position = p;
                    gl_PointSize=8.0;
                }
                ";
            }
            function getFS() {
                return "varying vec4 v_color;
                void main()
                {
                     float d = distance(gl_PointCoord, vec2(0.5,0.5));
                     if(d < 0.5){
                        gl_FragColor = v_color;
                     }else{
                        discard;
                     }
                }
                ";
            }
           
            _.prototype.remove = function () {
                if (this.primitive != null) {
                    viewer.scene.primitives.remove(this.primitive);
                    this.primitive = null;
                }
            }
            _.prototype.updateCartesianPosition = function (cartesians) {
                if (this.primitive != null) {
                    viewer.scene.primitives.remove(this.primitive);
                    if (cartesians && cartesians.length < 2) { return; }
                
                    var postionsTemp = [];
                    var colorsTemp = [];
                    var indicesTesm = [];
                    for (var i = 0; i < cartesians.length; i++) {
                        postionsTemp.push(cartesians[i].x);
                        postionsTemp.push(cartesians[i].y);
                        postionsTemp.push(cartesians[i].z);
                         
                        colorsTemp.push(0.0);
                        colorsTemp.push(0.0);
                        colorsTemp.push(1.0);
                        colorsTemp.push(1.0);
                    }
                    for (var i = 0; i < cartesians.length; i++) {
                        indicesTesm.push(i);
                    }
                    this.positionArr = new Float64Array(postionsTemp);
                    this.colorArr = new Float32Array(colorsTemp);
                    this.indiceArr = new Uint16Array(indicesTesm);
     
                    geometry = CreateGeometry(this.positionArr, this.colorArr, this.indiceArr);
                    appearance = CreateAppearence(fragmentShader, vertexShader);
     
                    this.primitive = viewer.scene.primitives.add(new Cesium.Primitive({
                        geometryInstances: new Cesium.GeometryInstance({
                            geometry: geometry
                        }),
                        appearance: appearance,
                        asynchronous: false
                    }));
                } else { return;}
            }
            _.prototype.updateCartesianPositionColor = function (cartesians, colors) {
                if (colors.length === cartesians.length * 4) { } else { return; }
                if (this.primitive != null) {
                    viewer.scene.primitives.remove(this.primitive);
                    if (cartesians && cartesians.length < 2) { return; }
                    
                    var postionsTemp = [];
                    var indicesTesm = [];
                    
                    for (var i = 0; i < cartesians.length; i++) {
                        postionsTemp.push(cartesians[i].x);
                        postionsTemp.push(cartesians[i].y);
                        postionsTemp.push(cartesians[i].z);
                    }
                    for (var i = 0; i < cartesians.length; i++) {
                        indicesTesm.push(i);
                    }
                    this.positionArr = new Float64Array(postionsTemp);
                    this.colorArr = new Float32Array(colors);
                    this.indiceArr = new Uint16Array(indicesTesm);
     
                    geometry = CreateGeometry(this.positionArr, this.colorArr, this.indiceArr);
                    appearance = CreateAppearence(fragmentShader, vertexShader);
                    
                    this.primitive = viewer.scene.primitives.add(new Cesium.Primitive({
                        geometryInstances: new Cesium.GeometryInstance({
                            geometry: geometry
                        }),
                        appearance: appearance,
                        asynchronous: false
                    }));
                } else { return; }
            }
            return _;
        })();
    代码中我们定义了PrimitivePoints自定义渲染点类,可以绘制任意多个点,并且改变点的位置和颜色。
    其中定义geometry代码:
    Cesium学习笔记-工具篇17-PrimitivePoint自定义渲染-点
    在attributes中指定位置和颜色,primitiveType指定为POINTS。特别注意位置和颜色传入的数据类型。
    定义appearance代码:
    Cesium学习笔记-工具篇17-PrimitivePoint自定义渲染-点
    关联顶点着色器和片源着色器,关于renderState设置,我们暂不涉及。
    顶点着色器代码:
    Cesium学习笔记-工具篇17-PrimitivePoint自定义渲染-点
    片源着色器代码:
    Cesium学习笔记-工具篇17-PrimitivePoint自定义渲染-点
    示例运行效果(红蓝间隔点):
    Cesium学习笔记-工具篇17-PrimitivePoint自定义渲染-点
    更新(实际是删除后再新建):
    Cesium学习笔记-工具篇17-PrimitivePoint自定义渲染-点
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  • 原文地址:https://www.cnblogs.com/yanan-boke/p/9942705.html
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