1. 引言
Cesium是一款三維地球和地圖視覺化開源JavaScript庫,使用WebGL來進行硬體加速圖形,使用時不需要任何外掛支援,基於Apache2.0許可的開源程式,可以免費用於商業和非商業用途
Cesium官網:Cesium: The Platform for 3D Geospatial
Cesium GitHub站點:CesiumGS/cesium: An open-source JavaScript library for world-class 3D globes and maps (github.com)
API檔案:Index - Cesium Documentation
透過閱讀原始碼,理清程式碼邏輯,有助於擴充套件與開發,筆者主要參考了以下兩個系列的文章
渲染是前端視覺化的核心,本文描述Cesium渲染模組的Command
2. Cesium中的Command
Cesium中的Command物件包含執行的指令引數和執行方法,比如最簡單的ClearCommand:
function ClearCommand(options) {
// ...
this.color = options.color;
this.depth = options.depth;
this.stencil = options.stencil;
this.renderState = options.renderState;
this.framebuffer = options.framebuffer;
this.owner = options.owner;
this.pass = options.pass;
}
ClearCommand.prototype.execute = function (context, passState) {
context.clear(this, passState);
};
ClearCommand包含顏色、深度、通道等指令引數和執行方法context.clear(this, passState)
Command物件主要有三類:
- ClearCommand
- DrawCommand
- ComputeCommand
正如其名,ClearCommand用於清除,DrawCommand用於繪製,ComputeCommand用於計算
3. ClearCommand
ClearCommand的封裝很簡單,如上述程式碼所示:
function ClearCommand(options) {
// ...
this.color = options.color;
this.depth = options.depth;
this.stencil = options.stencil;
this.renderState = options.renderState;
this.framebuffer = options.framebuffer;
this.owner = options.owner;
this.pass = options.pass;
}
ClearCommand.prototype.execute = function (context, passState) {
context.clear(this, passState);
};
context.clear()
會執行清除的WebGL指令:
Context.prototype.clear = function (clearCommand, passState) {
// ...
const c = clearCommand.color;
const d = clearCommand.depth;
const s = clearCommand.stencil;
gl.clearColor(c.red, c.green, c.blue, c.alpha);
gl.clearDepth(d);
gl.clearStencil(s);
bindFramebuffer(this, framebuffer);
gl.clear(bitmask);
};
ClearCommand在Scene中的呼叫:
初始化Scene時初始化ClearCommand
function Scene(options) {
// ...
this._clearColorCommand = new ClearCommand({
color: new Color(),
stencil: 0,
owner: this,
});
// ...
}
執行更新時呼叫ClearCommand的execute
()方法
Scene.prototype.updateAndExecuteCommands = function (passState, backgroundColor) {
// ...
updateAndClearFramebuffers(this, passState, backgroundColor);
// ...
};
function updateAndClearFramebuffers(scene, passState, clearColor) {
// ...
// Clear the pass state framebuffer.
const clear = scene._clearColorCommand;
Color.clone(clearColor, clear.color);
clear.execute(context, passState);
// ...
}
4. DrawCommand
DrawCommand是最常用的指令,它是繪製的主角
DrawCommand封裝如下,幾乎包含了繪製所需要的全部內容:
function DrawCommand(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
this._boundingVolume = options.boundingVolume;
this._orientedBoundingBox = options.orientedBoundingBox;
this._modelMatrix = options.modelMatrix;
this._primitiveType = defaultValue(
options.primitiveType,
PrimitiveType.TRIANGLES
);
this._vertexArray = options.vertexArray;
this._count = options.count;
this._offset = defaultValue(options.offset, 0);
this._instanceCount = defaultValue(options.instanceCount, 0);
this._shaderProgram = options.shaderProgram;
this._uniformMap = options.uniformMap;
this._renderState = options.renderState;
this._framebuffer = options.framebuffer;
this._pass = options.pass;
this._owner = options.owner;
this._debugOverlappingFrustums = 0;
this._pickId = options.pickId;
// ...
}
DrawCommand.prototype.execute = function (context, passState) {
context.draw(this, passState);
};
context.draw()
執行WebGL的繪製指令:
Context.prototype.draw = function (drawCommand, passState, shaderProgram, uniformMap) {
// ...
beginDraw(this, framebuffer, passState, shaderProgram, renderState);
continueDraw(this, drawCommand, shaderProgram, uniformMap);
};
function continueDraw(context, drawCommand, shaderProgram, uniformMap) {
// ...
va._bind();
context._gl.drawArrays(primitiveType, offset, count);
// ...
va._unBind();
}
DrawCommand在Scene中的呼叫:
初始化Scene時初始化PrimitiveCollection
function Scene(options) {
// ...
this._primitives = new PrimitiveCollection();
this._groundPrimitives = new PrimitiveCollection();
// ...
}
執行更新時呼叫DrawCommand的primitives.update(frameState)
()方法
Scene.prototype.updateAndExecuteCommands = function (passState, backgroundColor) {
// ...
executeCommandsInViewport(true, this, passState, backgroundColor);
// ...
};
function executeCommandsInViewport(firstViewport, scene, passState, backgroundColor) {
// ...
updateAndRenderPrimitives(scene);
// ...
}
function updateAndRenderPrimitives(scene) {
// ...
scene._groundPrimitives.update(frameState);
scene._primitives.update(frameState);
// ...
}
再來看看primitives.update(frameState)
方法:
PrimitiveCollection.prototype.update = function (frameState) {
const primitives = this._primitives;
for (let i = 0; i < primitives.length; ++i) {
primitives[i].update(frameState);
}
};
Primitive.prototype.update = function (frameState) {
// ...
const updateAndQueueCommandsFunc = updateAndQueueCommands
updateAndQueueCommandsFunc(...);
};
function updateAndQueueCommands(...) {
// ...
const commandList = frameState.commandList;
const passes = frameState.passes;
if (passes.render || passes.pick) {
const colorLength = colorCommands.length;
for (let j = 0; j < colorLength; ++j) {
const colorCommand = colorCommands[j];
// ...
commandList.push(colorCommand);
}
}
}
primitives.update(frameState)
方法會將Command推入CommandList,然後在Scene中執行execute()
方法:
function executeCommands(scene, passState) {
// ...
// Draw terrain classification
executeCommand(commands[j], scene, context, passState);
// Draw 3D Tiles
executeCommand(commands[j], scene, context, passState)
// Draw classifications. Modifies 3D Tiles color.
executeCommand(commands[j], scene, context, passState);
// ...
}
function executeCommand(command, scene, context, passState, debugFramebuffer) {
// ...
command.execute(context, passState);
// ...
}
5. ComputeCommand
ComputeCommand需要配合ComputeEngine一起使用,可以將它認為是一個特殊的DrawCommand,透過渲染機制實現GPU的計算,透過Shader計算結果儲存到紋理傳出,實現在Web前端高效的處理大量的數值計算
ComputeCommand的建構函式如下:
function ComputeCommand(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
this.vertexArray = options.vertexArray;
this.fragmentShaderSource = options.fragmentShaderSource;
this.shaderProgram = options.shaderProgram;
this.uniformMap = options.uniformMap;
this.outputTexture = options.outputTexture;
this.preExecute = options.preExecute;
this.postExecute = options.postExecute;
this.canceled = options.canceled;
this.persists = defaultValue(options.persists, false);
this.pass = Pass.COMPUTE;
this.owner = options.owner;
}
ComputeCommand.prototype.execute = function (computeEngine) {
computeEngine.execute(this);
};
computeEngine.execute()
方法使用DrawCommand和ClearCommand執行計算:
ComputeEngine.prototype.execute = function (computeCommand) {
// ...
computeCommand.preExecute(computeCommand);
const outputTexture = computeCommand.outputTexture;
const framebuffer = createFramebuffer(context, outputTexture);
// ...
clearCommand.execute(context);
drawCommand.framebuffer = framebuffer;
drawCommand.execute(context);
framebuffer.destroy();
computeCommand.postExecute(outputTexture);
};
ImageryLayer.js
中重投影就使用了ComputeCommand:
ImageryLayer.prototype._reprojectTexture = function (frameState, imagery, needGeographicProjection) {
// ...
const computeCommand = new ComputeCommand({
persists: true,
owner: this,
// Update render resources right before execution instead of now.
// This allows different ImageryLayers to share the same vao and buffers.
preExecute: function (command) {
reprojectToGeographic(command, context, texture, imagery.rectangle);
},
postExecute: function (outputTexture) {
imagery.texture = outputTexture;
that._finalizeReprojectTexture(context, outputTexture);
imagery.state = ImageryState.READY;
imagery.releaseReference();
},
canceled: function () {
imagery.state = ImageryState.TEXTURE_LOADED;
imagery.releaseReference();
},
});
this._reprojectComputeCommands.push(computeCommand);
// ...
};
6. 參考資料
[1] Cesium原理篇:6 Render模組(5: VAO&RenderState&Command) - fu*k - 部落格園 (cnblogs.com)
[2] Cesium渲染模組之概述 - 當時明月在曾照彩雲歸 - 部落格園 (cnblogs.com)
[3] Cesium渲染排程 - 當時明月在曾照彩雲歸 - 部落格園 (cnblogs.com)
[4] CesiumJS 2022^ 原始碼解讀 5 - 著色器相關的封裝設計 - 嶺南燈火 - 部落格園 (cnblogs.com)