WorldWind学习系列六:渲染过程解析篇
2012-07-17 16:03
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原文转自:/article/4777636.html
今天主要是分析学习了Render问题,搞明白了WorldWind中整个Render绘制处理过程。其中关键类是:RenderableObject.cs ,RenderobjectList.cs.
WW中所有需要绘制的对象都RenderableObject,WW的各功能的执行显示都是不断地调用相应的Render方法。
1.RenderableObject整个绘制对象继承图
WW绘制都是通过RenderableObject类,将所有的要绘制对象都看做是RenderableObject,从而统一了整个系统WW的绘制对象的绘制过程。
2.RenderableObjectList也继承自RenderableObject,先看看它的继承图
摘录内容:
“实际的点线,平面纹理等渲染对象都是从RenderableObject继承,最终的渲染实现也是在从它继续下来的类中,RenderableObjectList的成员m_children(protected ArrayList m_children
= new ArrayList();)包含WW中所有的渲染对象,绘制过程中按如下的优先级进行:
这里对WW调试过程中的m_children的成员做个截图,需要注意的是m_children的成员大部分还是RenderableObjectList对象,向下包含的层次很多,但只有最底层的从RenderableObject继续的对象才是渲染的最终实现。”摘自:http://blog.sina.com.cn/s/blog_467b6cd601008mmd.html~type=v5_one&label=rela_nextarticle
RenderableObjectList可以简单看作RenderableObject对象的集合,但实质上存储RenderableObject对象集合的仅仅是其中的属性m_children,它有很多特有的针对m_children管理的方法,如:Add(RenderableObject ro)、Remove(RenderableObject layer)。RenderableObjectList里通过该Timer.Elapsed 事件实现了自动刷新渲染的功能。这里还有个知识点,我们可以学习一下,就是Timer.Elapsed
事件使用,请参考MS的http://msdn.microsoft.com/zh-cn/library/system.timers.timer.elapsed(VS.80).aspx。
3.下面让我们一起看看WW实现渲染绘制的整个代码调用流程,主要分为两部分:一、获取到所有的要绘制对象集合,二、绘制所有要绘制的对象。分析入口还是从WorldWind.cs的MainAppliaction()方法开始的。
3.1获取到所有的要绘制对象集合,存放到World.cs中的 RenderableObjects属性里
MainAppliaction()中调用OpenStartupWorld()
——》2974行OpenWorld( curWorldFile );调用了private void OpenWorld(string worldXmlFile)方法
——》3049行 worldWindow.CurrentWorld = WorldWind.ConfigurationLoader.Load(worldXmlFile, worldWindow.Cache);调用了CongfigurationLoader.cs的public static World Load(string filename, Cache cache)方法
——》CongfigurationLoader.cs 的110行 newWorld.RenderableObjects = getRenderablesFromLayerDirectory(layerDirectory, newWorld, cache); 看代码
——》170 public static RenderableObjectList getRenderableFromLayerFile(string layerFile, World parentWorld, Cache cache, bool enableRefresh)方法,真正加载绘制对象集合的函数。
3.2绘制所有要绘制的对象
WorldWind.cs中MainAppliaction()中
——》675worldWindow.Render();调用了WorldWindow.cs的Render()方法
——》785 m_World.Render(this.drawArgs);调用World.cs的public override void Render(DrawArgs drawArgs)方法
——》分类绘制过程中是调用 485行的private void Render(WorldWind.Renderable.RenderableObject renderable, WorldWind.Renderable.RenderPriority priority, DrawArgs drawArgs)方法。
说明:该方法中596行 renderable.Render(drawArgs);实质上是调用各个RenderableObject具体的子类重写的Render()方法,实现绘制的。
4.以WavingFlagLayer.cs类重写的588行Render()方法为例,看看是如何完成绘制的。
今天主要是分析学习了Render问题,搞明白了WorldWind中整个Render绘制处理过程。其中关键类是:RenderableObject.cs ,RenderobjectList.cs.
WW中所有需要绘制的对象都RenderableObject,WW的各功能的执行显示都是不断地调用相应的Render方法。
1.RenderableObject整个绘制对象继承图
WW绘制都是通过RenderableObject类,将所有的要绘制对象都看做是RenderableObject,从而统一了整个系统WW的绘制对象的绘制过程。
2.RenderableObjectList也继承自RenderableObject,先看看它的继承图
摘录内容:
“实际的点线,平面纹理等渲染对象都是从RenderableObject继承,最终的渲染实现也是在从它继续下来的类中,RenderableObjectList的成员m_children(protected ArrayList m_children
= new ArrayList();)包含WW中所有的渲染对象,绘制过程中按如下的优先级进行:
public enum RenderPriority { SurfaceImages = 0, TerrainMappedImages = 100, AtmosphericImages = 200, LinePaths = 300, Icons = 400, Placenames = 500, Custom = 600 }
这里对WW调试过程中的m_children的成员做个截图,需要注意的是m_children的成员大部分还是RenderableObjectList对象,向下包含的层次很多,但只有最底层的从RenderableObject继续的对象才是渲染的最终实现。”摘自:http://blog.sina.com.cn/s/blog_467b6cd601008mmd.html~type=v5_one&label=rela_nextarticle
RenderableObjectList可以简单看作RenderableObject对象的集合,但实质上存储RenderableObject对象集合的仅仅是其中的属性m_children,它有很多特有的针对m_children管理的方法,如:Add(RenderableObject ro)、Remove(RenderableObject layer)。RenderableObjectList里通过该Timer.Elapsed 事件实现了自动刷新渲染的功能。这里还有个知识点,我们可以学习一下,就是Timer.Elapsed
事件使用,请参考MS的http://msdn.microsoft.com/zh-cn/library/system.timers.timer.elapsed(VS.80).aspx。
3.下面让我们一起看看WW实现渲染绘制的整个代码调用流程,主要分为两部分:一、获取到所有的要绘制对象集合,二、绘制所有要绘制的对象。分析入口还是从WorldWind.cs的MainAppliaction()方法开始的。
3.1获取到所有的要绘制对象集合,存放到World.cs中的 RenderableObjects属性里
MainAppliaction()中调用OpenStartupWorld()
——》2974行OpenWorld( curWorldFile );调用了private void OpenWorld(string worldXmlFile)方法
——》3049行 worldWindow.CurrentWorld = WorldWind.ConfigurationLoader.Load(worldXmlFile, worldWindow.Cache);调用了CongfigurationLoader.cs的public static World Load(string filename, Cache cache)方法
——》CongfigurationLoader.cs 的110行 newWorld.RenderableObjects = getRenderablesFromLayerDirectory(layerDirectory, newWorld, cache); 看代码
加载渲染对象代码 Code highlighting produced by Actipro CodeHighlighter (freeware)http://www.CodeHighlighter.com/--> public static World Load(string filename, Cache cache) { Log.Write(Log.Levels.Debug, "CONF", "Loading " + filename); // get the World Wind Settings through reflection to avoid changing the signature of Load(). Assembly a = Assembly.GetEntryAssembly(); Type appType = a.GetType("WorldWind.MainApplication"); System.Reflection.FieldInfo finfo = appType.GetField("Settings", BindingFlags.Static | BindingFlags.Public | BindingFlags.GetField); WorldWindSettings settings = finfo.GetValue(null) as WorldWindSettings; XmlReaderSettings readerSettings = new XmlReaderSettings(); if (settings.ValidateXML) { Log.Write(Log.Levels.Debug, "CONF", "validating " + filename + " against WorldXmlDescriptor.xsd and LayerSet.xsd"); readerSettings.ValidationType = ValidationType.Schema; /* load the schema to validate against instead of hoping for an inline schema reference */ XmlSchemaSet schemas = new XmlSchemaSet(); schemas.Add(null, settings.ConfigPath + "/WorldXmlDescriptor.xsd"); schemas.Add(null, settings.ConfigPath + "/Earth/LayerSet.xsd"); readerSettings.Schemas = schemas; readerSettings.ValidationEventHandler += new ValidationEventHandler(XMLValidationCallback); readerSettings.ValidationFlags |= System.Xml.Schema.XmlSchemaValidationFlags.ReportValidationWarnings; } else { Log.Write(Log.Levels.Debug, "CONF", "loading " + filename + " without validation"); readerSettings.ValidationType = ValidationType.None; } try { XmlReader docReader = XmlReader.Create(filename, readerSettings); XPathDocument docNav = new XPathDocument(docReader); XPathNavigator nav = docNav.CreateNavigator(); XPathNodeIterator worldIter = nav.Select("/World[@Name]"); if (worldIter.Count > 0) { worldIter.MoveNext(); string worldName = worldIter.Current.GetAttribute("Name", ""); double equatorialRadius = ParseDouble(worldIter.Current.GetAttribute("EquatorialRadius", "")); string layerDirectory = worldIter.Current.GetAttribute("LayerDirectory", ""); if (layerDirectory.IndexOf(":") < 0) { layerDirectory = Path.Combine(Path.GetDirectoryName(filename), layerDirectory); } TerrainAccessor[] terrainAccessor = getTerrainAccessorsFromXPathNodeIterator(worldIter.Current.Select("TerrainAccessor"), System.IO.Path.Combine(cache.CacheDirectory, worldName)); World newWorld = new World( worldName, new Microsoft.DirectX.Vector3(0, 0, 0), new Microsoft.DirectX.Quaternion(0, 0, 0, 0), equatorialRadius, cache.CacheDirectory, (terrainAccessor != null ? terrainAccessor[0] : null)//TODO: Oops, World should be able to handle an array of terrainAccessors ); //加载所有要渲染绘制的对象 newWorld.RenderableObjects = getRenderablesFromLayerDirectory(layerDirectory, newWorld, cache); return newWorld; } } catch (XmlSchemaException ex) { Log.Write(Log.Levels.Error, "CONF", "Exception caught during XML parsing: " + ex.Message); Log.Write(Log.Levels.Error, "CONF", "File " + filename + " was not read successfully."); // TODO: should pop up a message box or something. return null; } return null; }
——》170 public static RenderableObjectList getRenderableFromLayerFile(string layerFile, World parentWorld, Cache cache, bool enableRefresh)方法,真正加载绘制对象集合的函数。
3.2绘制所有要绘制的对象
WorldWind.cs中MainAppliaction()中
——》675worldWindow.Render();调用了WorldWindow.cs的Render()方法
——》785 m_World.Render(this.drawArgs);调用World.cs的public override void Render(DrawArgs drawArgs)方法
分类分层次地调用渲染代码 Code highlighting produced by Actipro CodeHighlighter (freeware)http://www.CodeHighlighter.com/--> public override void Render(DrawArgs drawArgs) { try { if (m_WorldSurfaceRenderer != null && World.Settings.UseWorldSurfaceRenderer) { m_WorldSurfaceRenderer.RenderSurfaceImages(drawArgs); } // Old method -- problems with RenderPriority sorting // RenderableObjects.Render(drawArgs); RenderStars(drawArgs, RenderableObjects); if (drawArgs.CurrentWorld.IsEarth && World.Settings.EnableAtmosphericScattering) { float aspectRatio = (float)drawArgs.WorldCamera.Viewport.Width / drawArgs.WorldCamera.Viewport.Height; float zNear = (float)drawArgs.WorldCamera.Altitude * 0.1f; double distToCenterOfPlanet = (drawArgs.WorldCamera.Altitude + equatorialRadius); double tangentalDistance = Math.Sqrt(distToCenterOfPlanet * distToCenterOfPlanet - equatorialRadius * equatorialRadius); double amosphereThickness = Math.Sqrt(m_outerSphere.m_radius * m_outerSphere.m_radius + equatorialRadius * equatorialRadius); Matrix proj = drawArgs.device.Transform.Projection; drawArgs.device.Transform.Projection = Matrix.PerspectiveFovRH((float)drawArgs.WorldCamera.Fov.Radians, aspectRatio, zNear, (float)(tangentalDistance + amosphereThickness)); drawArgs.device.RenderState.ZBufferEnable = false; drawArgs.device.RenderState.CullMode = Cull.CounterClockwise; m_outerSphere.Render(drawArgs); drawArgs.device.RenderState.CullMode = Cull.Clockwise; drawArgs.device.RenderState.ZBufferEnable = true; drawArgs.device.Transform.Projection = proj; } if (World.Settings.EnableSunShading) RenderSun(drawArgs); //分类、分层次地调用渲染方法 //render SurfaceImages Render(RenderableObjects, WorldWind.Renderable.RenderPriority.TerrainMappedImages, drawArgs); if (m_projectedVectorRenderer != null) m_projectedVectorRenderer.Render(drawArgs); //render AtmosphericImages Render(RenderableObjects, WorldWind.Renderable.RenderPriority.AtmosphericImages, drawArgs); //render LinePaths Render(RenderableObjects, WorldWind.Renderable.RenderPriority.LinePaths, drawArgs); //render Placenames Render(RenderableObjects, WorldWind.Renderable.RenderPriority.Placenames, drawArgs); //render Icons Render(RenderableObjects, WorldWind.Renderable.RenderPriority.Icons, drawArgs); //render Custom Render(RenderableObjects, WorldWind.Renderable.RenderPriority.Custom, drawArgs); if (Settings.showPlanetAxis) this.DrawAxis(drawArgs); } catch (Exception ex) { Log.Write(ex); } }
——》分类绘制过程中是调用 485行的private void Render(WorldWind.Renderable.RenderableObject renderable, WorldWind.Renderable.RenderPriority priority, DrawArgs drawArgs)方法。
被各类对象调用的渲染方法 Code highlighting produced by Actipro CodeHighlighter (freeware)http://www.CodeHighlighter.com/-->private void Render(WorldWind.Renderable.RenderableObject renderable, WorldWind.Renderable.RenderPriority priority, DrawArgs drawArgs) { if (!renderable.IsOn || (renderable.Name != null && renderable.Name.Equals("Starfield"))) return; try { if (priority == WorldWind.Renderable.RenderPriority.Icons && renderable is Icons) { //关键代码,真正调用DirectX实施渲染绘制的,Render()方法被RenderObject类的子类渲染对象重载,实际上调用的是子类的Render()方法。 renderable.Render(drawArgs); } else if (renderable is WorldWind.Renderable.RenderableObjectList) { WorldWind.Renderable.RenderableObjectList rol = (WorldWind.Renderable.RenderableObjectList)renderable; for (int i = 0; i < rol.ChildObjects.Count; i++) { Render((WorldWind.Renderable.RenderableObject)rol.ChildObjects[i], priority, drawArgs); } } // hack at the moment else if (priority == WorldWind.Renderable.RenderPriority.TerrainMappedImages) { if (renderable.RenderPriority == WorldWind.Renderable.RenderPriority.SurfaceImages || renderable.RenderPriority == WorldWind.Renderable.RenderPriority.TerrainMappedImages) { renderable.Render(drawArgs); } } else if (renderable.RenderPriority == priority) { renderable.Render(drawArgs); } } catch (Exception ex) { Log.Write(ex); } }
说明:该方法中596行 renderable.Render(drawArgs);实质上是调用各个RenderableObject具体的子类重写的Render()方法,实现绘制的。
4.以WavingFlagLayer.cs类重写的588行Render()方法为例,看看是如何完成绘制的。
WavingFlagLayer类渲染代码 Code highlighting produced by Actipro CodeHighlighter (freeware)http://www.CodeHighlighter.com/--> public override void Render(DrawArgs drawArgs) { if (!isInitialized) return; if (m_polygonFeature == null || !drawArgs.WorldCamera.ViewFrustum.Intersects(m_polygonFeature.BoundingBox)) return; try { double offset = 0; if (Bar3D != null && Bar3D.IsOn) { Bar3D.Render(drawArgs); offset = Bar3D.RenderedHeight; } Cull cull = drawArgs.device.RenderState.CullMode; drawArgs.device.RenderState.CullMode = Cull.None; drawArgs.device.RenderState.ZBufferEnable = true; drawArgs.device.TextureState[0].ColorOperation = TextureOperation.SelectArg1; drawArgs.device.TextureState[0].ColorArgument1 = TextureArgument.TextureColor; Vector3 surfacePos = MathEngine.SphericalToCartesian(m_latitude, m_longitude, World.EquatorialRadius); Vector3 rc = new Vector3( (float)drawArgs.WorldCamera.ReferenceCenter.X, (float)drawArgs.WorldCamera.ReferenceCenter.Y, (float)drawArgs.WorldCamera.ReferenceCenter.Z ); Vector3 projectedPoint = drawArgs.WorldCamera.Project(surfacePos - rc); int mouseBuffer = 15; if (projectedPoint.X > DrawArgs.LastMousePosition.X - mouseBuffer && projectedPoint.X < DrawArgs.LastMousePosition.X + mouseBuffer && projectedPoint.Y > DrawArgs.LastMousePosition.Y - mouseBuffer && projectedPoint.Y < DrawArgs.LastMousePosition.Y + mouseBuffer) { if (!m_isMouseInside) { m_isMouseInside = true; if (OnMouseEnterEvent != null) { OnMouseEnterEvent(this, null); } } } else { if (m_isMouseInside) { m_isMouseInside = false; if (OnMouseLeaveEvent != null) { OnMouseLeaveEvent(this, null); } } } drawArgs.device.RenderState.CullMode = Cull.None; if (ShowHighlight) renderHighlight(drawArgs); RenderFlag(drawArgs, offset); drawArgs.device.RenderState.CullMode = cull; } catch (Exception ex) { Log.Write(ex); } }
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