ShadowEditor/ShadowEditor.Web/src/gis/render/TiledLayerRenderer.js

211 lines
6.6 KiB
JavaScript

import Renderer from './Renderer';
import SphereTileCreator from '../tile/SphereTileCreator';
import TiledVertex from './shader/tiled_vertex.glsl';
import TiledFragment from './shader/tiled_fragment.glsl';
import WGS84 from '../core/WGS84';
/**
* 瓦片图层渲染器
* @author tengge / https://github.com/tengge1
* @param {*} globe
*/
function TiledLayerRenderer(globe) {
Renderer.call(this, globe);
this.creator = new SphereTileCreator(this.globe);
this.geometry = new THREE.PlaneBufferGeometry(1, 1, 16, 16);
this.modelMatrix = new THREE.Matrix4();
this.program = null;
this.attributes = {};
this.uniforms = {};
this.buffers = {};
this.tiles = [];
this.initProgram();
this.initBuffers();
}
TiledLayerRenderer.prototype = Object.create(Renderer.prototype);
TiledLayerRenderer.prototype.constructor = TiledLayerRenderer;
TiledLayerRenderer.prototype.initProgram = function () {
var gl = this.gl;
// 顶点着色器
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, TiledVertex);
gl.compileShader(vertexShader);
if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
console.warn(gl.getShaderInfoLog(vertexShader));
gl.deleteShader(vertexShader);
return;
}
// 片源着色器
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, TiledFragment);
gl.compileShader(fragmentShader);
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
console.warn(gl.getShaderInfoLog(fragmentShader));
gl.deleteShader(fragmentShader);
return;
}
// 着色器程序
var program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.warn("Could not initialise shaders");
gl.deleteProgram(program);
return;
}
// 使用着色器程序
gl.useProgram(program);
this.program = program;
// 获取attributes和uniform信息
Object.assign(this.attributes, {
position: gl.getAttribLocation(program, 'position'),
normal: gl.getAttribLocation(program, 'normal'),
uv: gl.getAttribLocation(program, 'uv'),
});
Object.assign(this.uniforms, {
modelMatrix: gl.getUniformLocation(program, 'modelMatrix'),
viewMatrix: gl.getUniformLocation(program, 'viewMatrix'),
projectionMatrix: gl.getUniformLocation(program, 'projectionMatrix'),
x: gl.getUniformLocation(program, 'x'),
y: gl.getUniformLocation(program, 'y'),
z: gl.getUniformLocation(program, 'z'),
map: gl.getUniformLocation(program, 'map'),
});
};
TiledLayerRenderer.prototype.initBuffers = function () {
var gl = this.gl;
var geometry = this.geometry;
var attributes = geometry.attributes;
var positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
gl.bufferData(gl.ARRAY_BUFFER, attributes.position.array, gl.STATIC_DRAW);
var normalBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);
gl.bufferData(gl.ARRAY_BUFFER, attributes.normal.array, gl.STATIC_DRAW);
var uvBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer);
gl.bufferData(gl.ARRAY_BUFFER, attributes.uv.array, gl.STATIC_DRAW);
var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, geometry.index.array, gl.STATIC_DRAW);
Object.assign(this.buffers, {
position: positionBuffer,
normal: normalBuffer,
uv: uvBuffer,
index: indexBuffer,
});
};
TiledLayerRenderer.prototype.render = function () {
this.creator.get(this.tiles);
this.renderMesh();
this.renderer.state.reset();
};
TiledLayerRenderer.prototype.renderMesh = function () {
var gl = this.gl;
var camera = this.camera;
gl.useProgram(this.program);
gl.enable(gl.CULL_FACE);
gl.cullFace(gl.BACK);
gl.frontFace(gl.CW);
gl.disable(gl.DEPTH_TEST);
// gl.depthFunc(gl.LEQUAL);
gl.depthMask(true);
gl.uniformMatrix4fv(this.uniforms.modelMatrix, false, this.modelMatrix.elements);
gl.uniformMatrix4fv(this.uniforms.viewMatrix, false, camera.matrixWorldInverse.elements);
gl.uniformMatrix4fv(this.uniforms.projectionMatrix, false, camera.projectionMatrix.elements);
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.position);
gl.enableVertexAttribArray(this.attributes.position);
gl.vertexAttribPointer(this.attributes.position, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.normal);
gl.enableVertexAttribArray(this.attributes.normal);
gl.vertexAttribPointer(this.attributes.normal, 3, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ARRAY_BUFFER, this.buffers.uv);
gl.enableVertexAttribArray(this.attributes.uv);
gl.vertexAttribPointer(this.attributes.uv, 2, gl.FLOAT, false, 0, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.buffers.index);
// x, y, z
this.tiles.forEach(tile => {
tile.images.forEach(n => {
gl.uniform1i(this.uniforms.x, n._x);
gl.uniform1i(this.uniforms.y, n._y);
gl.uniform1i(this.uniforms.z, n._z);
if (!n.texture) {
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, gl.RGB, gl.UNSIGNED_BYTE, n);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.bindTexture(gl.TEXTURE_2D, null);
n.texture = texture;
} else {
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, n.texture);
gl.uniform1i(this.uniforms.map, 0);
}
gl.drawElements(gl.TRIANGLES, this.geometry.index.count, gl.UNSIGNED_SHORT, 0);
});
});
gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
};
TiledLayerRenderer.prototype.dispose = function () {
this.gl.deleteProgram(this.program);
this.program = null;
this.attributes = {};
this.uniforms = {};
Object.values(this.buffers).forEach(n => {
this.gl.deleteBuffer(n);
});
this.buffers = {};
this.creator.dispose();
Renderer.prototype.dispose.call(this);
};
export default TiledLayerRenderer;