WebGL——osg框架學習一
從今天開始,我們開始正式的學習osg框架,今天我們學習的是osg的渲染模組,我們來看一下程式碼結構。
所有DrawXXX的js模組都是渲染的模組,我們逐一來簡單介紹一下,第一個Drawable.js,這個模組是描述可繪製物件的類,也是我們今天要討論的類。在osg框架中,渲染管道在準備時期首先要統計管理可繪製物件,我們來看看Drawable模組到底做了什麼操作,進行了哪些管理。先貼出程式碼。
/* 可繪製物件 */ let StateBin = require('./StateBin'); let BoundingBox = require('../util/BoundingBox'); let BoundingSphere= require('../util/BoundingSphere'); let Vec3 = require('../util/Vec3'); let Drawable = function (actor) { this._drawActor = actor;//關聯的DrawActor this._geometry = undefined;//渲染的幾何Geometry this._transform = undefined;//世界變換 FloatArray(16) this._statebin = undefined;//狀態結點,原始的狀態,沒有額外功能時的狀態 this._curStatebin = undefined;//如果狀態會動態變化,這裡儲存每一幀繪製時的狀態結點 this._depth = 0.0;//場景深度值,透明需要按深度排序繪製 this._boundingBox = undefined;//包圍盒 this._boundingSphere = undefined;//包圍球 }; Drawable.prototype = { setGeometry: function (g, transform) { this._geometry = g; this._transform = transform; }, getGeometry:function () { return this._geometry; }, getTransform: function () { return this._transform; }, setStateBin: function (sb) { this._statebin = sb; }, getStateBin: function () { return this._statebin; }, getCurrentStateBin: function () { return this._curStatebin; }, // setDepth: function (d) { // this._depth = d; // }, getDepth: function () { return this._depth; }, reset: function () { this._geometry = undefined; this._transform = undefined; this._statebin = undefined; this._curStatebin = undefined; this._depth = 0.0; this._boundingBox = undefined; this._boundingSphere = undefined; }, valid: function () { if (this._drawActor.getBaseCamera().isBoundingBoxCulled(this.getBoundingBox())) { return false; } return true; }, isTransparent: function () { return false; }, //計算深度值 computeDepth: function () { //根據包圍盒和相機變換矩陣,確認中心點的Z值 let mvmatrix = this._drawActor.getBaseCamera().getModelViewMatrix(); let temp = Vec3.MemoryPool.alloc(); this._depth = this.distanceZ(this.getBoundingBox().getCenter(temp), mvmatrix); Vec3.MemoryPool.free(temp); //drawable.setDepth(depth); }, //相機的矩陣要取反 distanceZ: function (coord, matrix) { return -(coord[0] * matrix[2] + coord[1] * matrix[6] + coord[2] * matrix[10] + matrix[14]); }, getBoundingBox: function () { if(this._boundingBox === undefined){ this._boundingBox = new BoundingBox(); this._boundingBox.copy(this._geometry.getBoundingBox(true)); if(this._transform){ this._boundingBox.transformMat4(this._transform); } } return this._boundingBox; }, getBoundingSphere: function () { if(this._boundingSphere === undefined) { this._boundingSphere = new BoundingSphere(); let bb = this.getBoundingBox(); this._boundingSphere.expandByBoundingBox(bb); } return this._boundingSphere; }, getRadius: function () { return this.getBoundingSphere().getRadius(); }, // There are 3 cases when there is a prev / current render leaf // pSG: previousStateGraph // cSG: currentStateGraph // pRL: previousRenderLeaf // cRL: currentRenderLeaf // // A B C // +-----+ +-----+ +-----+ +-----+ // | pSG | | cSG | +--+ SG +--+ | SG | // +--+--+ +--+--+ | +-----+ | +--+--+ // | | | | | // +--v--+ +--v--+ +--v--+ +--v--+ +--v--+ // | pSG | | cSG | | pSG | | cSG | +--+ SG +--+ // +--+--+ +--+--+ +--+--+ +--+--+ | +-----+ | // | | | | | | // +--v--+ +--v--+ +--v--+ +--v--+ +--v--+ +--v--+ // | pRL | | cRL | | pRL | | cRL | | pRL | | cRL | // +-----+ +-----+ +-----+ +-----+ +-----+ +-----+ // // // Case A // no common parent StateGraphNode we need to // popStateSet until we find the common parent and then // pushStateSet from the common parent to the current RenderLeaf // // Case B // common parent StateGraphNode so we apply the current stateSet // // Case C // the StateGraphNode is common to the previous RenderLeaf so we dont need // to do anything except if we used an insertStateSet draw: function (glstate, preDrawable) { //先接受狀態,再渲染幾何 let curStateGraph = this._statebin; let curStateGraphStateSet = curStateGraph.getStateSet(); let curStateGraphParent = curStateGraph.getParent(); let preStateGraph; let preStateGraphParent; if(preDrawable !== undefined){ preStateGraph = preDrawable._statebin; preStateGraphParent = preStateGraph.getParent(); if(preStateGraphParent !== curStateGraphParent){//A StateBin.moveStateBin(glstate, preStateGraphParent, curStateGraphParent); glstate.applyStateSet(curStateGraphStateSet); }else if(preStateGraph !== curStateGraph){//B glstate.applyStateSet(curStateGraphStateSet); }else{ // in osg we call apply but actually we dont need // except if the stateSetStack changed. // for example if insert/remove StateSet has been used // if (glstate._stateSetStackChanged(idLastDraw, lastStateSetStackSize )) { // glstate.applyStateSet(curStateGraphStateSet); // } } } else{//如果preLeaf為空,第一個繪製的幾何,狀態遍歷到根節點全部push到GLState中 StateBin.moveStateBin(glstate, undefined, curStateGraphParent); glstate.applyStateSet(curStateGraphStateSet); } let camera = this._drawActor.getBaseCamera(); glstate.applyModelMatrix(this._transform, camera.getModelViewMatrix(), camera.getProjectionMatrix()); this._geometry.draw(glstate); return true; }, }; module.exports = Drawable; // set: function (stateGraph, geometry, , depth) { // this._statebin = stateGraph; // this._geometry = geometry; // // this._depth = depth; // }, // drawGeometry: function (glstate) { // //let program = glstate.getLastProgramApplied(); // //let programID = program.getID(); // //let programCaches = glstate.getProgramCaches(); // //let obj = programCaches[programID]; // // if(!obj){//程式不存在,建立一個新的 // // obj = new CacheUniformApply(glstate, program); // // programCaches[programID] = obj; // // } // // //從相機獲取modelview和projection // //著色器暫時不需要透視矩陣 // //let modelview = this._camera.get // // // // //glstate.applyModelViewMatrix(this._modelview); // //glstate.applyProjectionMatrix(this._projection); // glstate.applyTransformMatrix(this._transform); // //this._modelview = this._camera.getModelViewMatrix(); // //Mat4.mul(this._modelview, this._modelview, this._transform); // //this._projection = this._camera.getProjectionMatrix(); // glstate.applyModelMatrix(this._transform, this._camera.getModelViewMatrix(), this._camera.getProjectionMatrix()); // // // //let gluniforms = program.getGLUniformsCache(); // //let modelviewloc = gluniforms[glstate._modelViewMatrixUniform.getName()]; // //let viewloc = gluniforms[glstate._viewMatrixUniform.getName()]; // // //obj.apply(glstate, this._modelview, this._modelworld, this._view, this._projection, this._normal); // this._geometry.draw(glstate); // },
我們先來看看Drawable的建構函式,擷取建構函式程式碼
let Drawable = function (actor) { this._drawActor = actor;//關聯的DrawActor this._geometry = undefined;//渲染的幾何Geometry this._transform = undefined;//世界變換 FloatArray(16) this._statebin = undefined;//狀態結點,原始的狀態,沒有額外功能時的狀態 this._curStatebin = undefined;//如果狀態會動態變化,這裡儲存每一幀繪製時的狀態結點 this._depth = 0.0;//場景深度值,透明需要按深度排序繪製 this._boundingBox = undefined;//包圍盒 this._boundingSphere = undefined;//包圍球 };
首先我們看到第一個私有屬性是DrawActor,我們看看DrawActor是個什麼模組,先貼出DrawActor類程式碼。
/* 繪製物件角色 每個DrawActor管理自己的渲染資料,自己的狀態樹,自己的相機樹 如果該功能銷燬直接銷燬對應的DrawActor資源 但是他引用的狀態,相機並不是他管理 不想把各個DrawActor攪和在一起,邏輯混亂 繪製分幾種情況,全自動,全手動,半自動 全自動-所有的繪製流程從一開始資料構造好後就不會再變更,只需在初始化時確認好 後續直接渲染即可 半自動-部分繪製流程是固定的,部分繪製流程是動態的,比如構件場景下,需要點選高亮等功能變化 全手動-所有的繪製流程都是動態的,每一幀都需要重新構造每個drawable,部分功能資料 */ let Drawable = require('./Drawable'); let StateBin = require('./StateBin'); let NodeVisitor = require('../util/NodeVisitor'); let CullStack = require('./CullStack'); let Mat4 = require('../util/Mat4'); let Group = require('../core/Group'); let Geode = require('../core/Geode'); let MatrixTrasform = require('../core/MatrixTransform'); let SceneRoot = require('../scene/SceneRoot'); let Geometry = require('../core/Geometry'); let DrawActor = function (renderer) { NodeVisitor.call(this, NodeVisitor.TRAVERSE_CHILDREN); CullStack.call(this); //為正確渲染準備的資料 this._renderer = renderer;//所屬的渲染器,固有資產,不會變更 this._baseCamera = this._renderer.getMainCamera();//相機,預設為主相機 this._baseState = new StateBin();//狀態 this._sceneRoot = undefined;//所屬的場景根節點 //渲染的物件 this._drawables = []; // this._drawIndex = 0;//當前繪製的索引數,需要固定幀率渲染的地方使用 // this._currentStateBin = undefined;//當前處理的狀態樹結點,臨時資料 // //this._fixed = false;//是否啟用固定幀率 this._valid = true;//直接遮蔽渲染的標記 }; DrawActor.prototype = Object.create(NodeVisitor.prototype); Object.assign(DrawActor.prototype, CullStack.prototype); DrawActor.prototype.constructor = DrawActor; Object.assign(DrawActor.prototype, { setBaseCamera: function (camera) {//設定當前相機,可以自由設定自己獨特的相機 this._baseCamera = camera; }, getBaseCamera: function () { return this._baseCamera; }, getBaseStateBin: function () { return this._baseState; }, getBaseStateSet: function () { return this._baseState.getStateSet(); }, //復原場景根節點的狀態 revertBaseState: function () { if (this._sceneRoot) { this._baseState.setStateSet(this._sceneRoot.getStateSet()); } }, //與場景的唯一聯絡,一定要先定義好場景的幾何和狀態再呼叫setSceneRoot setSceneRoot: function (root) { this._sceneRoot = root; //一定要先定義好場景根節點的狀態,否則會出錯!!! //this._baseState.setStateSet(root.getStateSet()); }, createDrawable: function () {//base override return new Drawable(this);//建立對應型別的Drawable }, addDrawable: function (drawable) { this._drawables.push(drawable); }, getDrawables: function () { return this._drawables; }, valid: function (valid) { if (valid !== undefined) { this._valid = valid; } return this._valid; }, //遍歷 apply: function (node) { this[node.typeID](node); }, //過載,壓入一個狀態 pushStateSet: function (stateset) { if (stateset) { //新增StateGraph子節點,更新當前活動的StateGraph為新的狀態 this._currentStateBin = this._currentStateBin.addStateSetChild(stateset); } }, //過載,彈出一個狀態 popStateSet: function (stateset) { if (stateset) { this._currentStateBin = this._currentStateBin.getParent(); } }, //過載 pushDrawable: function (geometry) { let drawable = this.createDrawable(); drawable.setStateBin(this._currentStateBin); drawable.setGeometry(geometry, this.getCurrentTransformMatrix()); this.addDrawable(drawable); }, //根過載,繪製當前Actor下的drawables,繪製不需要固定幀率,永遠在第一幀裡繪製完畢 draw: function (glstate, preCamera) { if (!this._valid) {//不再繪製 return preCamera; } this.drawCamera(preCamera); //迴圈遍歷一遍drawables,繪製實體 let preDrawable = undefined; let l = this._drawables.length; for (let i = this._drawIndex; i < l; i++) { let drawable = this._drawables[i]; if (drawable.valid()) { drawable.draw(glstate, preDrawable);//成功繪製的 preDrawable = drawable; } this._drawIndex++; } return this._baseCamera; }, //每個新幀繪製之前的重置工作 drawReset: function () { this._baseCamera.setClearFlag(false); this._drawIndex = 0; }, //當前Actor的物件是否全部繪製完畢 drawFinished: function () { return this._drawables.length === this._drawIndex; }, //繪製相機狀態(視口,清空) drawCamera: function (preCamera) { if (preCamera === this._baseCamera) {//重複的不再處理 return; } //視口何時都需要設定 let glstate = this._renderer.getGLState(); glstate.applyAttribute(this._baseCamera.getViewport()); //以下是每個相機只需要處理一次的事情 if (!this._baseCamera.getClearFlag()) { //更新視錐體,確保剔除正確,每幀相機的投影矩陣和檢視矩陣可能都會變化 this._baseCamera.updateCullFrustum(); //清空顏色和深度,但如果是主相機不再需要,在最開始就已經清空 let clearmask = this._baseCamera.getClearMask(); if (clearmask !== 0x0) { let gl = glstate.getWebGLContext(); if (clearmask & gl.COLOR_BUFFER_BIT) { let color = this._baseCamera.getClearColor();//清空顏色 gl.clearColor(color[0], color[1], color[2], color[3]); } if (clearmask & gl.DEPTH_BUFFER_BIT) { let depth = this._baseCamera.getClearDepth();//清空深度 gl.depthMask(true); gl.clearDepth(depth); } gl.clear(clearmask); } this._baseCamera.setClearFlag(true); } }, //根過載,線段求交,返回相交的drawable物件 linesegmentIntersect: function (start, end, threshold) { let LineSegmentIntersector = require('../util/LineSegmentIntersector'); let intersector = new LineSegmentIntersector(); intersector.initialize(start, end, threshold); let length = this._drawables.length; for (let i = 0; i < length; i++) { let drawable = this._drawables[i]; if (drawable.valid()) {//沒有隱藏,沒有被剔除的drawable進行相交運算 intersector.intersect(drawable); } } //線段求交結果需要根據ratio排序 return intersector.getIntersections(); }, }); DrawActor.prototype[SceneRoot.typeID] = function (root) { this._baseState.removeChildren(); this._baseState.setStateSet(root.getStateSet()); this._currentStateBin = this._baseState; this.pushTransformMatrix(root.getRootTransform());//變換矩陣中先推入一個單位矩陣作為根節點,非常重要 this.traverse(root); this.popTransformMatrix(); this._currentStateBin = undefined; }; DrawActor.prototype[MatrixTrasform.typeID] = function (node) { //模型矩陣變換 let lastModelMatrix = this.getCurrentTransformMatrix(); let mmatrix = undefined; if (lastModelMatrix) { mmatrix = Mat4.clone(lastModelMatrix); } else { mmatrix = Mat4.new(); } node.computeLocalToWorldMatrix(mmatrix); this.pushTransformMatrix(mmatrix); //狀態 let stateset = node.getStateSet(); this.pushStateSet(stateset); this.traverse(node); this.popStateSet(stateset); this.popTransformMatrix(); }; DrawActor.prototype[Geode.typeID] = function (geode) { this[Group.typeID](geode); }; DrawActor.prototype[Group.typeID] = function (group) { let stateset = group.getStateSet(); this.pushStateSet(stateset); this.traverse(group); this.popStateSet(stateset); }; DrawActor.prototype[Geometry.typeID] = function (geometry) {//Geometry已經是葉子,不需要繼續遞迴了 let stateset = geometry.getStateSet(); this.pushStateSet(stateset); this.pushDrawable(geometry); this.popStateSet(stateset); }; module.exports = DrawActor; // reset: function () { // this._drawables.length = 0;//置空 // this._sceneRoot = undefined; // }, // polytopeIntersect: function () { // // }, // sphereIntersect: function () { // // },
我們可以看到,DrawActor是將要被繪製的物件,分成全自動(初始化模型資料就構造Drawable,準備渲染)、半自動(事件觸發後構造Drawable,等待渲染)、全手動(使用者自己構造Drawable,使用者自己將Drawable排入渲染佇列)。我們看到,DrawActor的建構函式包含的私有屬性有this._renderer渲染器、this._baseCamera待渲染模組所屬相機、this._baseState狀態(對應shader裡的uniform引數)、this._sceneRoot所屬場景根節點、this._drawables包含的渲染物件、this._drawIndex當前繪製的索引數(代表本次繪製是第幾次繪製,如果一此不能全部繪製完,就分多次繪製,例如模型增長)、this._currentStateBin當前處理的狀態樹節點、this._valid遮蔽渲染的標記(true:加入渲染佇列,false:不加入渲染佇列)。
我們再來看看DrawActor的成員函式都做了什麼,我們依次來看。
1.setBaseCamera設定參考相機,這就是設定當前繪製物件的觀察相機。2.getBaseCamera獲取參考相機。3.getbaseStateBin獲取狀態資訊,包括當前渲染物件繫結的shader,uniform引數以及frameBuffer材質。4.getBaseStateSet同樣是獲取當前渲染物件的狀態資訊,shader,uniform,材質資訊,depth深度緩衝等。5.revertBaseState恢復場景根節點狀態,包括shader,uniform引數,材質資訊,depth深度快取。6.setSceneRoot設定場景根節點。7.createDrawable建立渲染物件。8.addDrawable追加渲染物件進入繪製物件陣列。9.getDrawable返回渲染物件陣列。10.valid標記當前渲染物件是否被遮蔽。11.apply取出每個渲染節點。12.pushStateSet向stateBin中加入stateSet,這裡說明一點,stateSet是stateBin的屬性。13.popStateSet從stateBin中取出stateSet屬性引數。14.pushDrawable建立渲染物件drawable然後加入drawActor的drawable渲染物件陣列。15.draw這才是drawActor的核心功能函式,同學們,鯽魚為大家隆重介紹繪製函式,或者叫渲染函式,這就是將所有的drawable渲染物件進行遍歷渲染的功能函式。16.drawReset每一幀繪製之前的整理重置。17.drawFinished判斷當前drawActor繪製物件是否全部將drawable陣列中的渲染物件繪製完畢。18.drawCamera繪製相機狀態(視口,深度緩衝),如果沒有渲染物件私有獨立的相機,就操作主相機。19.linesegmentIntersection射線碰撞,過載父類方法。
依次看一下上面的函式,我們大致瞭解了DrawActor類處理的是渲染流程管理的工作。我們接下來繼續看Drawable類的其他屬性。我們再貼出一次drawable的建構函式。
let Drawable = function (actor) { this._drawActor = actor;//關聯的DrawActor this._geometry = undefined;//渲染的幾何Geometry this._transform = undefined;//世界變換 FloatArray(16) this._statebin = undefined;//狀態結點,原始的狀態,沒有額外功能時的狀態 this._curStatebin = undefined;//如果狀態會動態變化,這裡儲存每一幀繪製時的狀態結點 this._depth = 0.0;//場景深度值,透明需要按深度排序繪製 this._boundingBox = undefined;//包圍盒 this._boundingSphere = undefined;//包圍球 };
我們已經看過了this._drawActor,也知道了drawActor是管理渲染的類。接下來我們看this._geometry渲染的幾何體成員物件。this._transform空間變換矩陣。this._statebin狀態節點,用來新增stateSet狀態引數物件。this._currStatebin,儲存每一幀的臨時狀態stateSet。this._depth場景深度值,作用於主相機或渲染物件私有相機(如果有私有相機的話)。this._boundingBox包圍盒。this._boundingSphere包圍球。這些就是Drawable類的成員。我們馬上來看一下Drawable的成員函式。
Drawable成員函式。貼出程式碼。
setGeometry: function (g, transform) { this._geometry = g; this._transform = transform; }, getGeometry: function () { return this._geometry; }, getTransform: function () { return this._transform; }, setStateBin: function (sb) { this._statebin = sb; }, getStateBin: function () { return this._statebin; }, getCurrentStateBin: function () { return this._curStatebin; }, // setDepth: function (d) { // this._depth = d; // }, getDepth: function () { return this._depth; }, reset: function () { this._geometry = undefined; this._transform = undefined; this._statebin = undefined; this._curStatebin = undefined; this._depth = 0.0; this._boundingBox = undefined; this._boundingSphere = undefined; }, valid: function () { if (this._drawActor.getBaseCamera().isBoundingBoxCulled(this.getBoundingBox())) { return false; } return true; }, isTransparent: function () { return false; }, //計算深度值 computeDepth: function () { //根據包圍盒和相機變換矩陣,確認中心點的Z值 let mvmatrix = this._drawActor.getBaseCamera().getModelViewMatrix(); let temp = Vec3.MemoryPool.alloc(); this._depth = this.distanceZ(this.getBoundingBox().getCenter(temp), mvmatrix); Vec3.MemoryPool.free(temp); //drawable.setDepth(depth); }, //相機的矩陣要取反 distanceZ: function (coord, matrix) { return -(coord[0] * matrix[2] + coord[1] * matrix[6] + coord[2] * matrix[10] + matrix[14]); }, getBoundingBox: function () { if(this._boundingBox === undefined){ this._boundingBox = new BoundingBox(); this._boundingBox.copy(this._geometry.getBoundingBox(true)); if(this._transform){ this._boundingBox.transformMat4(this._transform); } } return this._boundingBox; }, getBoundingSphere: function () { if(this._boundingSphere === undefined) { this._boundingSphere = new BoundingSphere(); let bb = this.getBoundingBox(); this._boundingSphere.expandByBoundingBox(bb); } return this._boundingSphere; }, getRadius: function () { return this.getBoundingSphere().getRadius(); },
都是設定和獲取屬性的函式,包括包圍盒和包圍球。接下來我們來看看最核心的部分,隆重介紹draw繪製函式,請看程式碼。
// There are 3 cases when there is a prev / current render leaf // pSG: previousStateGraph // cSG: currentStateGraph // pRL: previousRenderLeaf // cRL: currentRenderLeaf // // A B C // +-----+ +-----+ +-----+ +-----+ // | pSG | | cSG | +--+ SG +--+ | SG | // +--+--+ +--+--+ | +-----+ | +--+--+ // | | | | | // +--v--+ +--v--+ +--v--+ +--v--+ +--v--+ // | pSG | | cSG | | pSG | | cSG | +--+ SG +--+ // +--+--+ +--+--+ +--+--+ +--+--+ | +-----+ | // | | | | | | // +--v--+ +--v--+ +--v--+ +--v--+ +--v--+ +--v--+ // | pRL | | cRL | | pRL | | cRL | | pRL | | cRL | // +-----+ +-----+ +-----+ +-----+ +-----+ +-----+ // // // Case A // no common parent StateGraphNode we need to // popStateSet until we find the common parent and then // pushStateSet from the common parent to the current RenderLeaf // // Case B // common parent StateGraphNode so we apply the current stateSet // // Case C // the StateGraphNode is common to the previous RenderLeaf so we dont need // to do anything except if we used an insertStateSet draw: function (glstate, preDrawable) { //先接受狀態,再渲染幾何 let curStateGraph = this._statebin; let curStateGraphStateSet = curStateGraph.getStateSet(); let curStateGraphParent = curStateGraph.getParent(); let preStateGraph; let preStateGraphParent; if(preDrawable !== undefined){ preStateGraph = preDrawable._statebin; preStateGraphParent = preStateGraph.getParent(); if(preStateGraphParent !== curStateGraphParent){//A StateBin.moveStateBin(glstate, preStateGraphParent, curStateGraphParent); glstate.applyStateSet(curStateGraphStateSet); }else if(preStateGraph !== curStateGraph){//B glstate.applyStateSet(curStateGraphStateSet); }else{ // in osg we call apply but actually we dont need // except if the stateSetStack changed. // for example if insert/remove StateSet has been used // if (glstate._stateSetStackChanged(idLastDraw, lastStateSetStackSize )) { // glstate.applyStateSet(curStateGraphStateSet); // } } } else{//如果preLeaf為空,第一個繪製的幾何,狀態遍歷到根節點全部push到GLState中 StateBin.moveStateBin(glstate, undefined, curStateGraphParent); glstate.applyStateSet(curStateGraphStateSet); } let camera = this._drawActor.getBaseCamera(); glstate.applyModelMatrix(this._transform, camera.getModelViewMatrix(), camera.getProjectionMatrix()); this._geometry.draw(glstate); return true; },
我將註釋也貼了出來,我們可以看到,渲染繪製是分三種情況的,首先我們要了解一下StateGraph渲染屬性這個來源於osg的概念。stateGraph是渲染的狀態屬性,包括本次渲染繫結的shader,uniform引數,frameBuffer材質屬性,depth深度屬性。好了,大致瞭解了StateGraph後我們再來了解一下RenderLeaf渲染葉這個同樣來自osg的概念。RenderLeaf是渲染葉,需要注意的是渲染葉儲存的是sceneTree的節點狀態,而不是場景樹的幾何和transform資訊。好了,瞭解了這兩個概念我們來看看這三種情況。A.前一幀stateGraph和後一幀stateGraph沒有同一個父節點;B.前後兩幀stateGraph有同一個父節點;C.前後兩幀renderLeaf有共同父節點。針對這三種情況,處理的方式不同,需要注意。鯽魚也才開始逐步研究osg框架,理解不到位之處請各位方家海涵。
好了,今天講述的是osg的渲染模組中的一部分DrawActor和Drawable兩個模組。下一篇會進一步講述渲染模組。歡迎大家討論,祝大家元旦快樂。本文系原創,如需引用,請註明出處:https://www.cnblogs.com/ccentry/p/10199157.html