CSharpGL(2)设计和使用场景元素及常用接口

CSharpGL(2)设计和使用场景元素及常用接口

2016-08-13

由于CSharpGL一直在更新,现在这个教程已经不适用最新的代码了。CSharpGL源码中包含10多个独立的Demo,更适合入门参考。

为了尽可能提升渲染效率,CSharpGL是面向Shader的,因此稍有难度。

主要内容

描述在OpenGL中绘制场景的思路。

设计场景元素的抽象基类SceneELementBase。

以PyramidElement为例演示SceneELementBase的用法。

下载

您可以在(https://github.com/bitzhuwei/CSharpGL)找到最新的源码。欢迎感兴趣的同学fork之。

 

在OpenGL中绘制场景的思路

规范用词

首先我们明确2个关键的用词。

场景

场景是指用OpenGL渲染出来的所有东西,包括每个模型和背景。

元素

元素是指场景中的一个模型。

所有元素的基类

上一篇里我们已经体验了用legacy OpenGL和modern OpenGL渲染3D场景的过程。这一过程对任意简单的或复杂的场景都适用。我们将任意场景的渲染过程抽象出共性来,就是"初始化"和"渲染"这两点。也就是说,一个在场景中进行渲染的元素,必须具有"初始化"和"渲染"这两个功能。这就找到了场景元素的基类。

 
 1     /// <summary>
 2     /// 用OPENGL初始化和渲染一个元素。
 3     /// </summary>
 4     public abstract class SceneElementBase
 5     {
 6         protected bool initialized = false;
 7 
 8         /// <summary>
 9         /// 初始化此Element
10         /// </summary>
11         public void Initialize()
12         {
13             if (!initialized)
14             {
15                 DoInitialize();
16 
17                 initialized = true;
18             }
19         }
20 
21         /// <summary>
22         /// 初始化此Element
23         /// </summary>
24         protected abstract void DoInitialize();
25 
26         /// <summary>
27         /// 渲染
28         /// </summary>
29         /// <param name="renderMode"></param>
30         public abstract void Render(RenderEventArgs e);
31     }

这个抽象基类告诉我们,任何一个场景中的元素,必须实现"初始化"和"渲染"这两个方法,即必须知道如何初始化自己的数据,如何渲染自己。

常用接口

有了上面的SceneElementBase,整个渲染的蓝图就定型了。下一个问题是,modern OpenGL需要加载很多东西,不同的元素要实现的功能的多少、种类也各不相同,这如何实现?方法是:为每项功能设计相应的接口,让具有此功能的元素继承此接口。下面是几个常用的功能接口的例子。

IMVP

定义

这是最常用的接口。对于用modern OpenGL方式渲染的元素,这是一个必选项。(当然,不实现此接口也可以,但是本质上仍然是实现了此接口的功能)

 
 1     /// <summary>
 2     /// 通过此接口设置元素的MVP矩阵
 3     /// </summary>
 4     public interface IMVP
 5     {
 6         /// <summary>
 7         /// 更新此元素的MVP值。
 8         /// </summary>
 9         /// <param name="mvp">三个矩阵的乘积(Projection * View * Model)</param>
10         void SetShaderProgram(mat4 mvp);
11 
12         /// <summary>
13         /// 解绑当前shader program。
14         /// </summary>
15         void ResetShaderProgram();
16 
17         /// <summary>
18         /// 
19         /// </summary>
20         /// <returns></returns>
21         Shaders.ShaderProgram GetShaderProgram();
22 
23     }

MVP是投影矩阵(Projection) * 视图矩阵(View) * 模型矩阵(Model)的简写。由于在很多GLSL的shader里都有"uniform mat4 mvp;"这样的命名方式,所以我将此接口命名为IMVP。

IMVP的用处,是在渲染前设置mvp矩阵。任何一个元素都应该有位置(Position)这个属性(否则就没有可画的东西了),而输入的位置VBO里存储的是模型自身的位置,要想变换到窗口合适的位置上,就必然用到mvp矩阵。所以说这个IMVP接口是任何一个用modern OpenGL方式渲染的元素必须实现的。

如何使用

要调用此接口,就必须与SceneElementBase.Render()配合,在SceneElementBase.Render()渲染之前调用IMVP.SetShaderProgram()。

 1 public override void Render(RenderEventArgs e)
 2 {
 3 // 绑定shader,设置MVP
 4     mat4 projectionMatrix = e.Camera.GetProjectionMat4();
 5     mat4 viewMatrix = e.Camera.GetViewMat4();
 6     mat4 modelMatrix = mat4.identity();
 7    mat4 mvp = projectionMatrix * viewMatrix * modelMatrix;
 8     IMVP element = this as IMVP;
 9 element.SetShaderProgram(mvp);
10 
11 // 此时进行渲染
12 // ...
13 
14 // 解绑shader
15 element.ResetShaderProgram();
16 }

你注意到,此时RenderEventArgs参数里需要有一个Camera字段,Camera需要实现获取投影矩阵和视图矩阵的方法GetProjectionMat4()和GetViewMat4()。关于Camera的实现我们以后再详述。

改进

再思考一下这个Render()方法,它有2个问题:

A:设置mvp矩阵的代码写死到元素的Render方法里,灵活性不够。如果以后我希望用别的方式指定mvp值,就必须修改Camera。在此处对Camera的改动就牵涉过多了。

B:如果场景中的元素很多,那么每个元素内部的Render方法都要计算一遍mvp值,这显然是重复计算。更好的做法是:提前计算出mvp值,然后依次喂给每个元素的SetShaderProgram(mvp);方法。

为解决这2个问题,我们对SceneElementBase进行改造,使得元素外部代码可以动态改变指定mvp的方式。

 1     /// <summary>
 2     /// 用OPENGL初始化和渲染一个元素。
 3     /// </summary>
 4     public abstract class SceneElementBase : IRenderable
 5     {
 6         protected bool initialized = false;
 7 
 8         /// <summary>
 9         /// 初始化此Element
10         /// </summary>
11         public void Initialize()
12         {
13             if (!initialized)
14             {
15                 DoInitialize();
16 
17                 initialized = true;
18             }
19         }
20 
21         /// <summary>
22         /// 初始化此Element
23         /// </summary>
24         protected abstract void DoInitialize();
25 
26         /// <summary>
27         /// 渲染
28         /// </summary>
29         /// <param name="renderMode"></param>
30         public void Render(RenderEventArgs e)
31         {
32             if (!initialized) { Initialize(); }
33 
34             EventHandler<RenderEventArgs> beforeRendering = this.BeforeRendering;
35             if (beforeRendering != null)
36             {
37                 beforeRendering(this, e);
38             }
39 
40             DoRender(e);
41 
42             EventHandler<RenderEventArgs> afterRendering = this.AfterRendering;
43             if (afterRendering != null)
44             {
45                 afterRendering(this, e);
46             }
47         }
48 
49         /// <summary>
50         /// 执行渲染操作
51         /// </summary>
52         /// <param name="renderMode"></param>
53         protected abstract void DoRender(RenderEventArgs e);
54 
55         /// <summary>
56         /// 在渲染前进行某些准备(更新camera矩阵信息等)
57         /// </summary>
58         public event EventHandler<RenderEventArgs> BeforeRendering;
59 
60         /// <summary>
61         /// 在渲染后进行某些善后(恢复OpenGL状态等)
62         /// </summary>
63         public event EventHandler<RenderEventArgs> AfterRendering;
64 
65     }
 

改进后的使用

现在,我们可以在元素外部通过为BeforeRendering和AfterRendering添加自定义事件函数的方式自由指定mvp。

 1 PyramidElement[] elements = new PyramidElement[10]; 
 2 mat4 mvp; //每次渲染场景前被更新
 3 
 4         public InitElements()
 5         {
 6             for (int i = 0; i < 10; i++)
 7             {
 8                 var element = new PyramidElement();
 9                 element.Initialize();
10                 element.BeforeRendering += element_BeforeRendering;
11                 element.AfterRendering += element_AfterRendering;
12 
13                 this.elements[i] = element;
14             }
15         } 
16 
17         void element_AfterRendering(object sender, Objects.RenderEventArgs e)
18         {
19             IMVP element = sender as IMVP;
20             element.ResetShaderProgram();
21         }
22 
23         void element_BeforeRendering(object sender, Objects.RenderEventArgs e)
24         {
25             IMVP element = sender as IMVP;
26             element.SetShaderProgram(mvp);
27         }
28         void glCanvas1_OpenGLDraw(object sender, PaintEventArgs e)
29         {
30             mat4 modelMatrix = glm.identity();
31             mat4 viewMatrix = this.camera.GetViewMat4();
32             mat4 projectionMatrix = this.camera.GetProjectionMat4();
33             mvp = projectionMatrix * viewMatrix * modelMatrix;
34 
35             GL.Clear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
36 
37             var arg = new RenderEventArgs(RenderModes.Render, this.camera);
38             for (int i = 0; i < 10; i++)
39             {
40                 this.elements[i].Render(arg);
41             }
42         }
 

这样一来,上面2个问题都解决了。

用Helper实现最常用的IMVP

说了这么多,还没有说明如何实现IMVP。

 

 

 1 class PyramidElement : SceneElementBase, IMVP 
 2 {
 3     // other stuff
 4 
 5 ShaderProgram shaderProgram;
 6 
 7         void IMVP.SetShaderProgram(mat4 mvp)
 8         {
 9             IMVPHelper.DoUpdateMVP(this, mvp);
10         }
11 
12         void IMVP.ResetShaderProgram()
13         {
14             IMVPHelper.DoUnbindShaderProgram(this);
15         }
16 
17         ShaderProgram IMVP.GetShaderProgram()
18         {
19             return this.shaderProgram;
20         }
21     }
22 
23     public static class IMVPHelper
24     {
25         /// <summary>
26         /// public static string strMVP = "MVP";
27         /// <para>使用此<see cref="IMVPHelper"/><see cref="SceneElement"/>所使用的Vertex Shader必须含有<code>uniform mat4 MVP;</code>并使其作为变换矩阵。</para>
28         /// </summary>
29         public static string strMVP = "MVP";
30 
31         /// <summary>
32         /// 请确保此元素的GLSL中含有uniform mat4 MVP;并作为位置转换矩阵。
33         /// </summary>
34         /// <param name="element"></param>
35         /// <param name="mvp"></param>
36         public static void DoUpdateMVP(this IMVP element, mat4 mvp)
37         {
38             ShaderProgram shaderProgram = element.GetShaderProgram();
39             shaderProgram.Bind();
40             shaderProgram.SetUniformMatrix4(strMVP, mvp.to_array());
41         }
42 
43         /// <summary>
44         /// 请确保此元素的GLSL中含有uniform mat4 MVP;并作为位置转换矩阵。
45         /// </summary>
46         /// <param name="element"></param>
47         public static void DoUnbindShaderProgram(this IMVP element)
48         {
49             ShaderProgram shaderProgram = element.GetShaderProgram();
50             shaderProgram.Unbind();
51         }
52     }

IColorCodedPicking

这是为实现在VBO中拾取一个图元而设计的接口。继承此接口的SceneElementBase的子类能够告诉你你用鼠标拾取了哪个图元。

具体使用方法请参考(http://www.cnblogs.com/bitzhuwei/p/modern-opengl-picking-primitive-in-VBO.html)。不再重述。

IUILayout

定义

实现IUILayout接口的元素能够在窗口固定位置显示,类似Winform里的控件那样,设置其长度、宽度,指定其Anchor(绑定到上下左右)。

 
 1     /// <summary>
 2     /// 实现在OpenGL窗口中的UI布局
 3     /// </summary>
 4     public interface IUILayout
 5     {
 6         IUILayoutParam Param { get; set; }
 7 
 8 }
 9     public struct IUILayoutParam
10     {
11         /// <summary>
12         /// the edges of the <see cref="GLCanvas"/> to which a UI’s rect is bound and determines how it is resized with its parent.
13         /// <para>something like AnchorStyles.Left | AnchorStyles.Bottom.</para>
14         /// </summary>
15         public System.Windows.Forms.AnchorStyles Anchor;
16 
17         /// <summary>
18         /// Gets or sets the space between viewport and SimpleRect.
19         /// </summary>
20         public System.Windows.Forms.Padding Margin;
21 
22         /// <summary>
23         /// Stores width when <see cref="OpenGLUIRect.Anchor"/>.Left &amp; <see cref="OpenGLUIRect.Anchor"/>.Right is <see cref="OpenGLUIRect.Anchor"/>.None.
24         /// <para> and height when <see cref="OpenGLUIRect.Anchor"/>.Top &amp; <see cref="OpenGLUIRect.Anchor"/>.Bottom is <see cref="OpenGLUIRect.Anchor"/>.None.</para>
25         /// </summary>
26         public System.Drawing.Size Size;
27 
28         public int zNear;
29 
30         public int zFar;
31 
32         public IUILayoutParam(AnchorStyles anchorStyle, Padding padding, System.Drawing.Size size,
33             int zNear = -1000, int zFar = 1000)
34         {
35             this.Anchor = anchorStyle;
36             this.Margin = padding;
37             this.Size = size;
38             this.zNear = zNear;
39             this.zFar = zFar;
40         }
41 }

当然, 仅仅一个接口是不能"实现"这个功能的。还需要一些辅助类型。

如何实现UI布局

最核心的是下面这个能够让元素像UI一样布局的Helper类型。

这个Helper类型会根据IUILayout接口提供的此UI元素的布局参数,计算出它应该使用的透视矩阵、投影矩阵和模型矩阵。所以,本质上,UI元素也是场景中的一种元素,只不过由于其mvp值比较特殊,使其看起来像Winform里的控件而已。

  1     public static class IUILayoutHelper
  2     {
  3         /// <summary>
  4         /// 获取此UI元素的投影矩阵、视图矩阵和模型矩阵
  5         /// </summary>
  6         /// <param name="uiElement"></param>
  7         /// <param name="projectionMatrix"></param>
  8         /// <param name="viewMatrix"></param>
  9         /// <param name="modelMatrix"></param>
 10         /// <param name="camera">如果为null,会以glm.lookAt(new vec3(0, 0, 1), new vec3(0, 0, 0), new vec3(0, 1, 0))计算默认值。</param>
 11         /// <param name="maxDepth">UI元素的外接球半径的倍数。</param>
 12         public static void GetMatrix(this IUILayout uiElement,
 13             out mat4 projectionMatrix, out mat4 viewMatrix, out mat4 modelMatrix,
 14             IViewCamera camera = null, float maxDepth = 2.0f)
 15         {
 16             IUILayoutArgs args = uiElement.GetArgs();
 17             float max = (float)Math.Max(args.UIWidth, args.UIHeight);
 18 
 19             {
 20                 projectionMatrix = glm.ortho((float)args.left / 2, (float)args.right / 2, (float)args.bottom / 2, (float)args.top / 2,
 21                     uiElement.Param.zNear, uiElement.Param.zFar);
 22                 projectionMatrix = glm.translate(projectionMatrix, new vec3(0, 0, uiElement.Param.zFar - max / 2 * maxDepth));
 23             }
 24             {
 25                 // UI元素不在三维场景中,所以其Camera可以是null。
 26                 if (camera == null)
 27                 {
 28                     //viewMatrix = glm.lookAt(new vec3(0, 0, 1), new vec3(0, 0, 0), new vec3(0, 1, 0));
 29                     viewMatrix = glm.lookAt(
 30                         ScientificCamera.defaultPosition, 
 31                         ScientificCamera.defaultTarget, 
 32                         ScientificCamera.defaultUpVector);
 33                 }
 34                 else
 35                 {
 36                     vec3 position = camera.Position - camera.Target;
 37                     position.Normalize();
 38                     viewMatrix = glm.lookAt(position, new vec3(0, 0, 0), camera.UpVector);
 39                 }
 40             }
 41             {
 42                 modelMatrix = glm.scale(mat4.identity(), new vec3(args.UIWidth / 2, args.UIHeight / 2, max / 2));
 43             }
 44         }
 45 
 46         const AnchorStyles leftRightAnchor = (AnchorStyles.Left | AnchorStyles.Right);
 47         const AnchorStyles topBottomAnchor = (AnchorStyles.Top | AnchorStyles.Bottom);
 48         
 49         /// <summary>
 50         /// 获取为UI元素布局所需的参数对象。
 51         /// </summary>
 52         /// <param name="uiElement"></param>
 53         /// <returns></returns>
 54         public static IUILayoutArgs GetArgs(this IUILayout uiElement)
 55         {
 56             var args = new IUILayoutArgs();
 57 
 58             CalculateViewport(args);
 59 
 60             CalculateCoords(uiElement, args.viewportWidth, args.viewportHeight, args);
 61 
 62             return args;
 63         }
 64 
 65         /// <summary>
 66         /// 计算opengl画布的大小。
 67         /// </summary>
 68         /// <param name="args"></param>
 69         static void CalculateViewport(IUILayoutArgs args)
 70         {
 71             int[] viewport = new int[4];
 72             GL.GetInteger(GetTarget.Viewport, viewport);
 73             args.viewportWidth = viewport[2];
 74             args.viewportHeight = viewport[3];
 75         }
 76 
 77         /// <summary>
 78         /// 根据UI元素的布局设定,计算其应有的宽高及其在ortho()中应有的参数。
 79         /// </summary>
 80         /// <param name="uiElement"></param>
 81         /// <param name="viewportWidth"></param>
 82         /// <param name="viewportHeight"></param>
 83         /// <param name="args"></param>
 84         static void CalculateCoords(IUILayout uiElement, int viewportWidth, int viewportHeight, IUILayoutArgs args)
 85         {
 86             IUILayoutParam param = uiElement.Param;
 87 
 88             if ((param.Anchor & leftRightAnchor) == leftRightAnchor)
 89             {
 90                 args.UIWidth = viewportWidth - param.Margin.Left - param.Margin.Right;
 91                 if (args.UIWidth < 0) { args.UIWidth = 0; }
 92             }
 93             else
 94             {
 95                 args.UIWidth = param.Size.Width;
 96             }
 97 
 98             if ((param.Anchor & topBottomAnchor) == topBottomAnchor)
 99             {
100                 args.UIHeight = viewportHeight - param.Margin.Top - param.Margin.Bottom;
101                 if (args.UIHeight < 0) { args.UIHeight = 0; }
102             }
103             else
104             {
105                 args.UIHeight = param.Size.Height;
106             }
107 
108             if ((param.Anchor & leftRightAnchor) == AnchorStyles.None)
109             {
110                 args.left = -(args.UIWidth / 2
111                     + (viewportWidth - args.UIWidth)
112                         * ((double)param.Margin.Left / (double)(param.Margin.Left + param.Margin.Right)));
113             }
114             else if ((param.Anchor & leftRightAnchor) == AnchorStyles.Left)
115             {
116                 args.left = -(args.UIWidth / 2 + param.Margin.Left);
117             }
118             else if ((param.Anchor & leftRightAnchor) == AnchorStyles.Right)
119             {
120                 args.left = -(viewportWidth - args.UIWidth / 2 - param.Margin.Right);
121             }
122             else // if ((Anchor & leftRightAnchor) == leftRightAnchor)
123             {
124                 args.left = -(args.UIWidth / 2 + param.Margin.Left);
125             }
126 
127             if ((param.Anchor & topBottomAnchor) == AnchorStyles.None)
128             {
129                 args.bottom = -viewportHeight / 2;
130                 args.bottom = -(args.UIHeight / 2
131                     + (viewportHeight - args.UIHeight)
132                         * ((double)param.Margin.Bottom / (double)(param.Margin.Bottom + param.Margin.Top)));
133             }
134             else if ((param.Anchor & topBottomAnchor) == AnchorStyles.Bottom)
135             {
136                 args.bottom = -(args.UIHeight / 2 + param.Margin.Bottom);
137             }
138             else if ((param.Anchor & topBottomAnchor) == AnchorStyles.Top)
139             {
140                 args.bottom = -(viewportHeight - args.UIHeight / 2 - param.Margin.Top);
141             }
142             else // if ((Anchor & topBottomAnchor) == topBottomAnchor)
143             {
144                 args.bottom = -(args.UIHeight / 2 + param.Margin.Bottom);
145             }
146         }
147     }
IUILayoutHelper
 

如何使用

我们以画一个简单的边框为例说明如何使用IUILayout。这个边框画出了IUILayout元素本身的范围,在调试期间也是很有用的。

  1     /// <summary>
  2     /// Draw a rectangle on OpenGL control like a <see cref="Windows.Forms.Control"/> drawn on a <see cref="windows.Forms.Form"/>.
  3     /// Set its properties(Anchor, Margin, Size, etc) to adjust its behaviour.
  4     /// </summary>
  5     public class SimpleUIRect : SceneElementBase, IUILayout, IMVP//, IRenderable, IHasObjectSpace
  6     {
  7         /// <summary>
  8         /// shader program
  9         /// </summary>
 10         public ShaderProgram shaderProgram;
 11         const string strin_Position = "in_Position";
 12         const string strin_Color = "in_Color";
 13 
 14         /// <summary>
 15         /// VAO
 16         /// </summary>
 17         protected uint[] vao;
 18 
 19         /// <summary>
 20         /// 图元类型
 21         /// </summary>
 22         protected DrawMode axisPrimitiveMode;
 23 
 24         /// <summary>
 25         /// 顶点数
 26         /// </summary>
 27         protected int axisVertexCount;
 28 
 29         vec3 rectColor;
 30 
 31         /// <summary>
 32         /// 
 33         /// </summary>
 34         /// <param name="anchor">the edges of the viewport to which a SimpleUIRect is bound and determines how it is resized with its parent.
 35         /// <para>something like AnchorStyles.Left | AnchorStyles.Bottom.</para></param>
 36         /// <param name="margin">the space between viewport and SimpleRect.</param>
 37         /// <param name="size">Stores width when <see cref="OpenGLUIRect.Anchor"/>.Left &amp; <see cref="OpenGLUIRect.Anchor"/>.Right is <see cref="OpenGLUIRect.Anchor"/>.None.
 38         /// <para> and height when <see cref="OpenGLUIRect.Anchor"/>.Top &amp; <see cref="OpenGLUIRect.Anchor"/>.Bottom is <see cref="OpenGLUIRect.Anchor"/>.None.</para></param>
 39         /// <param name="zNear"></param>
 40         /// <param name="zFar"></param>
 41         /// <param name="rectColor">default color is red.</param>
 42         public SimpleUIRect(IUILayoutParam param, GLColor rectColor = null)
 43         {
 44             IUILayout layout = this;
 45             layout.Param = param;
 46 
 47             if (rectColor == null)
 48             { this.rectColor = new vec3(0, 0, 1); }
 49             else
 50             { this.rectColor = new vec3(rectColor.R, rectColor.G, rectColor.B); }
 51         }
 52 
 53         protected override void DoInitialize()
 54         {
 55             this.shaderProgram = InitializeShader();
 56 
 57             InitVAO();
 58 
 59             base.BeforeRendering += this.GetSimpleUI_BeforeRendering();
 60             base.AfterRendering += this.GetSimpleUI_AfterRendering();
 61         }
 62 
 63         private void InitVAO()
 64         {
 65             this.axisPrimitiveMode = DrawMode.LineLoop;
 66             this.axisVertexCount = 4;
 67             this.vao = new uint[1];
 68 
 69             GL.GenVertexArrays(1, vao);
 70 
 71             GL.BindVertexArray(vao[0]);
 72 
 73             //  Create a vertex buffer for the vertex data.
 74             {
 75                 UnmanagedArray<vec3> positionArray = new UnmanagedArray<vec3>(4);
 76                 positionArray[0] = new vec3(-0.5f, -0.5f, 0);
 77                 positionArray[1] = new vec3(0.5f, -0.5f, 0);
 78                 positionArray[2] = new vec3(0.5f, 0.5f, 0);
 79                 positionArray[3] = new vec3(-0.5f, 0.5f, 0);
 80 
 81                 uint positionLocation = shaderProgram.GetAttributeLocation(strin_Position);
 82 
 83                 uint[] ids = new uint[1];
 84                 GL.GenBuffers(1, ids);
 85                 GL.BindBuffer(BufferTarget.ArrayBuffer, ids[0]);
 86                 GL.BufferData(BufferTarget.ArrayBuffer, positionArray, BufferUsage.StaticDraw);
 87                 GL.VertexAttribPointer(positionLocation, 3, GL.GL_FLOAT, false, 0, IntPtr.Zero);
 88                 GL.EnableVertexAttribArray(positionLocation);
 89 
 90                 positionArray.Dispose();
 91             }
 92 
 93             //  Now do the same for the colour data.
 94             {
 95                 UnmanagedArray<vec3> colorArray = new UnmanagedArray<vec3>(4);
 96                 vec3 color = this.rectColor;
 97                 for (int i = 0; i < colorArray.Length; i++)
 98                 {
 99                     colorArray[i] = color;
100                 }
101 
102                 uint colorLocation = shaderProgram.GetAttributeLocation(strin_Color);
103 
104                 uint[] ids = new uint[1];
105                 GL.GenBuffers(1, ids);
106                 GL.BindBuffer(BufferTarget.ArrayBuffer, ids[0]);
107                 GL.BufferData(BufferTarget.ArrayBuffer, colorArray, BufferUsage.StaticDraw);
108                 GL.VertexAttribPointer(colorLocation, 3, GL.GL_FLOAT, false, 0, IntPtr.Zero);
109                 GL.EnableVertexAttribArray(colorLocation);
110 
111                 colorArray.Dispose();
112             }
113 
114             //  Unbind the vertex array, we've finished specifying data for it.
115             GL.BindVertexArray(0);
116         }
117 
118         protected ShaderProgram InitializeShader()
119         {
120             var vertexShaderSource = ManifestResourceLoader.LoadTextFile(@"UIs.SimpleUIRect.vert");
121             var fragmentShaderSource = ManifestResourceLoader.LoadTextFile(@"UIs.SimpleUIRect.frag");
122 
123             shaderProgram = new ShaderProgram();
124             shaderProgram.Create(vertexShaderSource, fragmentShaderSource, null);
125 
126             shaderProgram.AssertValid();
127 
128             return shaderProgram;
129         }
130 
131         protected override void DoRender(RenderEventArgs e)
132         {
133             GL.BindVertexArray(vao[0]);
134 
135             GL.DrawArrays(this.axisPrimitiveMode, 0, this.axisVertexCount);
136 
137             GL.BindVertexArray(0);
138         }
139 
140         public IUILayoutParam Param { get; set; }
141 
142 
143         void IMVP.SetShaderProgram(mat4 mvp)
144         {
145             IMVPHelper.DoUpdateMVP(this, mvp);
146         }
147 
148 
149         void IMVP.ResetShaderProgram()
150         {
151             IMVPHelper.DoUnbindShaderProgram(this);
152         }
153 
154         ShaderProgram IMVP.GetShaderProgram()
155         {
156             return this.shaderProgram;
157         }
158     }
SimpleUIRect
 

这段代码关注如下几点:

A:实现IUILayout只需一句" public IUILayoutParam Param { get; set; }"。

B:实现IUILayout的元素也必须实现IMVP。实际上任何用modern OpenGL方式进行渲染的元素都应该实现IMVP。

C:其他方面与普通元素无异。

D:此元素借助了2个扩展方法:

 1     public static class IUILayoutRenderingHelper
 2     {
 3         private static readonly object synObj = new object();
 4         private static EventHandler<RenderEventArgs> simpleUIAxis_BeforeRendering = null;
 5         private static EventHandler<RenderEventArgs> simpleUIAxis_AfterRendering = null;
 6 
 7         /// <summary>
 8         /// 对Xxx : SceneElementBase, IUILayout, IMVP有效的After事件。
 9         /// <para>此处用泛型方法是为了让编译器检测where约束条件,这样就没有“坑”了。</para>
10         /// </summary>
11         /// <typeparam name="T"></typeparam>
12         /// <param name="element"></param>
13         /// <returns></returns>
14         public static EventHandler<RenderEventArgs> GetSimpleUI_AfterRendering<T>(this T element) 
15             where T : SceneElementBase, IUILayout, IMVP
16         {
17             if (simpleUIAxis_AfterRendering == null)
18             {
19                 lock (synObj)
20                 {
21                     if (simpleUIAxis_AfterRendering == null)
22                     {
23                         simpleUIAxis_AfterRendering = new EventHandler<RenderEventArgs>(SimpleUI_AfterRendering);
24                     }
25                 }
26             }
27 
28             return simpleUIAxis_AfterRendering;
29         }
30 
31         /// <summary>
32         /// 对Xxx : SceneElementBase, IUILayout, IMVP有效的Before事件。
33         /// <para>此处用泛型方法是为了让编译器检测where约束条件,这样就没有“坑”了。</para>
34         /// </summary>
35         /// <typeparam name="T"></typeparam>
36         /// <param name="element"></param>
37         /// <returns></returns>
38         public static EventHandler<RenderEventArgs> GetSimpleUI_BeforeRendering<T>(this T element)
39             where T : SceneElementBase, IUILayout, IMVP
40         {
41             if (simpleUIAxis_BeforeRendering == null)
42             {
43                 lock (synObj)
44                 {
45                     if (simpleUIAxis_BeforeRendering == null)
46                     {
47                         simpleUIAxis_BeforeRendering = new EventHandler<RenderEventArgs>(SimpleUI_BeforeRendering);
48                     }
49                 }
50             }
51 
52             return simpleUIAxis_BeforeRendering;
53         }
54 
55         static void SimpleUI_AfterRendering(object sender, RenderEventArgs e)
56         {
57             IMVP element = sender as IMVP;
58             element.ResetShaderProgram();
59         }
60 
61         static void SimpleUI_BeforeRendering(object sender, RenderEventArgs e)
62         {
63             mat4 projectionMatrix, viewMatrix, modelMatrix;
64             {
65                 IUILayout element = sender as IUILayout;
66                 element.GetMatrix(out projectionMatrix, out viewMatrix, out modelMatrix, e.Camera);
67             }
68 
69             {
70                 IMVP element = sender as IMVP;
71                 element.SetShaderProgram(projectionMatrix * viewMatrix * modelMatrix);
72             }
73         }
74     }
IUILayoutRenderingHelper
 

借助扩展方法、类型约束等等机制,编写OpenGL程序效率高了很多。

下面是效果图。下图中,在窗口的四个角落各安排了1个SimpUIRect。无论Camera如何改变,窗口大小如何改变,这四个蓝色矩形框的大小、边距都不会改变。

总结

本篇是写起来最有难度的一篇。本篇所实现的类型、接口,都是在上一篇的基础上设计的。上一篇里讲的渲染过程,隐含着本篇的设计方案的前提条件。

本篇里的类型、接口都有各自的一套辅助类型构成一套实现某种功能的机制。但愿这不太复杂难用。我已经用Demo详细演示了各个功能是如何实现的。

posted @ 2015-09-01 15:39  BIT祝威  阅读(2490)  评论(0编辑  收藏  举报
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