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Cesium-源码修改-gltf增加纹理贴图改变3dtiles外观

Cesium-源码修改-gltf增加纹理贴图改变3dtiles外观

一、需求

        Cesium支持加载gltf和3dtiles等三维数据模型,实现了很好的封装,往往只需要给一个uri就能加载模型文件,并实现贴图渲染等。但是好的封装带来的问题是如果开发者想要自定义贴图,那该怎么办?不得不从源码入手。

二、价值

        这篇文章的价值不仅仅是gltf增加纹理贴图,因为刚才说到的3dtiles其实也是基于gltf来实现的模型,那么如果想给3dtiles增加自定义贴图,是否也意味着可以走gltf这条路,并且从gltf这层实现之后,是否意味着对b3dm/i3dm/cmpt等的统一。

三、源码解读

1.框架:

       3dtiels中b3dm和i3dm是以gltf为基础进行加载和渲染的,因此Cesium在封装的B3dmLoaderI3dmLoader中都有调用_gltfLoader的地方,其中使用的是:gltfLoader.process

B3dmLoader.prototype.process = function(frameState) {...const ready = this._gltfLoader.process(frameState);...};
I3dmLoader.prototype.process = function(frameState) {...ready = gltfLoader.process(frameState);...};

在这个函数中抛开异常处理逻辑,关键函数在于:loadResources5(this, frameState):

async function loadResources5(loader, frameState) {//给出Json指引const gltf = loader.gltfJson;//具体的资源加载const promise = parse(loader, gltf, supportedImageFormats, frameState);...//注意这里由于模型资源加载完成后是不需要中间数据的,为了减少内存的消耗,Cesium这里对Json信息进行了清理if (defined_default(loader._gltfJsonLoader) && loader._releaseGltfJson) {ResourceCache_default.unload(loader._gltfJsonLoader);loader._gltfJsonLoader = void 0;}return promise;}

再来看parse:

function parse(loader, gltf, supportedImageFormats, frameState) {//...拓展项相关的数据处理//注意一下结构,实际就是按照Json的指引,将具体的数据请取出,熟悉gltf的Json项自然就明白了各项的含义const nodes = loadNodes(loader, gltf, supportedImageFormats, frameState);const skins = loadSkins(loader, gltf, nodes);const animations = loadAnimations(loader, gltf, nodes);const articulations = loadArticulations(gltf);const scene = loadScene(gltf, nodes);const components = new Components2();const asset = new Asset2();const copyright = gltf.asset.copyright;...//将取出的数据存储在components中components.asset = asset;components.scene = scene;components.nodes = nodes;...loader._components = components;...}

至此,数据的读取,处理就完成了,意味着渲染隐含与其中。下面将重点分析。

2.渲染逻辑

A.纹理资源的加载

如果了解gltf的管理方式:

不难看出node是总览全局的,那么进入 node处理部分:loadNodes::loadNode

function loadNode(loader, gltf, gltfNode, supportedImageFormats, frameState) {...//一个node对应一个meshId,用于获取对应的meshconst meshId = gltfNode.mesh;if (defined_default(meshId)) {const mesh = gltf.meshes[meshId];//mesh中又包括多个图元const primitives = mesh.primitives;const primitivesLength = primitives.length;for (let i = 0; i < primitivesLength; ++i) {node.primitives.push(//图元是最小的渲染可调度单位loadPrimitive(loader,gltf,primitives[i],defined_default(node.instances),supportedImageFormats,frameState));}...}return node;}

在最小的渲染单位primitive中:

function loadPrimitive(loader, gltf, gltfPrimitive, hasInstances, supportedImageFormats, frameState) {...//从图元取得MaterialIdconst materialId = gltfPrimitive.material;if (defined_default(materialId)) {//加载材质的入口,也意味着材质的管理(增删改)都可以从这里找到primitive.material = loadMaterial(loader,gltf,gltf.materials[materialId],supportedImageFormats,frameState);}...return primitive;}

 加载材质部分主要包括:初始化一个空材质+往材质模板中填充数据

  function loadMaterial(loader, gltf, gltfMaterial, supportedImageFormats, frameState) {//首先进来的第一件事先创建一个空材质用于填充数据const material = new Material3();...//直接计算的填充material.unlit = defined_default(extensions.KHR_materials_unlit);
...//针对特定类型材质特定参数计算,最后再填充specularGlossiness.glossinessFactor = pbrSpecularGlossiness.glossinessFactor;material.pbrSpecularGlossiness = pbrSpecularGlossiness;...//重头戏就是这里的加载纹理metallicRoughness.baseColorTexture = loadTexture(loader,gltf,pbrMetallicRoughness.baseColorTexture,supportedImageFormats,frameState);...return material;}

 加载纹理的逻辑:

function loadTexture(loader, gltf, textureInfo, supportedImageFormats, frameState, samplerOverride) {//检查Image是否可用//纹理加载器const textureLoader = ResourceCache_default.getTextureLoader({gltf,textureInfo,gltfResource: loader._gltfResource,baseResource: loader._baseResource,supportedImageFormats,frameState,asynchronous: loader._asynchronous});//纹理解释器const textureReader = GltfLoaderUtil_default.createModelTextureReader({textureInfo});//将相关加载放入总加载器管理loader._textureLoaders.push(textureLoader);...loader._textureState = GltfLoaderState.FAILED;loader._textureErrors.push(error);loader._texturesPromises.push(promise);loader._textureCallbacks[index]...return textureReader;}

B.纹理资源应用 

当纹理加载完成,就要考虑如何消费纹理,即编写shader和处理:

纹理的使用往往是在FragmentShader中,这块的编码在Cesium中为:

var MaterialStageFS_default = "// If the style color is white, it implies the feature has not been styled.\\nbool isDefaultStyleColor(vec3 color)\\n{\\n    return all(greaterThan(color, vec3(1.0 - czm_epsilon3)));\\n}\\n\\nvec3 blend(vec3 sourceColor, vec3 styleColor, float styleColorBlend)\\n{\\n    vec3 blendColor = mix(sourceColor, styleColor, styleColorBlend);\\n    vec3 color = isDefaultStyleColor(styleColor.rgb) ? sourceColor : blendColor;\\n    return color;\\n}\\n\\nvec2 computeTextureTransform(vec2 texCoord, mat3 textureTransform)\\n{\\n    return vec2(textureTransform * vec3(texCoord, 1.0));\\n}\\n\\n#ifdef HAS_NORMALS\\nvec3 computeNormal(ProcessedAttributes attributes)\\n{\\n    // Geometry normal. This is already normalized \\n    vec3 ng = attributes.normalEC;\\n\\n    vec3 normal = ng;\\n    #if defined(HAS_NORMAL_TEXTURE) && !defined(HAS_WIREFRAME)\\n    vec2 normalTexCoords = TEXCOORD_NORMAL;\\n        #ifdef HAS_NORMAL_TEXTURE_TRANSFORM\\n        normalTexCoords = computeTextureTransform(normalTexCoords, u_normalTextureTransform);\\n        #endif\\n\\n        // If HAS_BITANGENTS is set, then HAS_TANGENTS is also set\\n        #ifdef HAS_BITANGENTS\\n        vec3 t = attributes.tangentEC;\\n        vec3 b = attributes.bitangentEC;\\n        mat3 tbn = mat3(t, b, ng);\\n        vec3 n = texture(u_normalTexture, normalTexCoords).rgb;\\n        normal = normalize(tbn * (2.0 * n - 1.0));\\n        #elif (__VERSION__ == 300 || defined(GL_OES_standard_derivatives))\\n        // If derivatives are available (not IE 10), compute tangents\\n        vec3 positionEC = attributes.positionEC;\\n        vec3 pos_dx = dFdx(positionEC);\\n        vec3 pos_dy = dFdy(positionEC);\\n        vec3 tex_dx = dFdx(vec3(normalTexCoords,0.0));\\n        vec3 tex_dy = dFdy(vec3(normalTexCoords,0.0));\\n        vec3 t = (tex_dy.t * pos_dx - tex_dx.t * pos_dy) / (tex_dx.s * tex_dy.t - tex_dy.s * tex_dx.t);\\n        t = normalize(t - ng * dot(ng, t));\\n        vec3 b = normalize(cross(ng, t));\\n        mat3 tbn = mat3(t, b, ng);\\n        vec3 n = texture(u_normalTexture, normalTexCoords).rgb;\\n        normal = normalize(tbn * (2.0 * n - 1.0));\\n        #endif\\n    #endif\\n\\n    #ifdef HAS_DOUBLE_SIDED_MATERIAL\\n    if (czm_backFacing()) {\\n        normal = -normal;\\n    }\\n    #endif\\n\\n    return normal;\\n}\\n#endif\\n\\nvoid materialStage(inout czm_modelMaterial material, ProcessedAttributes attributes, SelectedFeature feature)\\n{\\n    #ifdef HAS_NORMALS\\n    material.normalEC = computeNormal(attributes);\\n    #endif\\n\\n    vec4 baseColorWithAlpha = vec4(1.0);\\n    // Regardless of whether we use PBR, set a base color\\n    #ifdef HAS_BASE_COLOR_TEXTURE\\n    vec2 baseColorTexCoords = TEXCOORD_BASE_COLOR;\\n\\n        #ifdef HAS_BASE_COLOR_TEXTURE_TRANSFORM\\n        baseColorTexCoords = computeTextureTransform(baseColorTexCoords, u_baseColorTextureTransform);\\n        #endif\\n\\n    baseColorWithAlpha = czm_srgbToLinear(texture(u_baseColorTexture, baseColorTexCoords));\\n\\n        #ifdef HAS_BASE_COLOR_FACTOR\\n        baseColorWithAlpha *= u_baseColorFactor;\\n        #endif\\n    #elif defined(HAS_BASE_COLOR_FACTOR)\\n    baseColorWithAlpha = u_baseColorFactor;\\n    #endif\\n\\n    #ifdef HAS_POINT_CLOUD_COLOR_STYLE\\n    baseColorWithAlpha = v_pointCloudColor;\\n    #elif defined(HAS_COLOR_0)\\n    vec4 color = attributes.color_0;\\n        // .pnts files store colors in the sRGB color space\\n        #ifdef HAS_SRGB_COLOR\\n        color = czm_srgbToLinear(color);\\n        #endif\\n    baseColorWithAlpha *= color;\\n    #endif\\n\\n    material.diffuse = baseColorWithAlpha.rgb;\\n    material.alpha = baseColorWithAlpha.a;\\n\\n    #ifdef USE_CPU_STYLING\\n    material.diffuse = blend(material.diffuse, feature.color.rgb, model_colorBlend);\\n    #endif\\n\\n    #ifdef HAS_OCCLUSION_TEXTURE\\n    vec2 occlusionTexCoords = TEXCOORD_OCCLUSION;\\n        #ifdef HAS_OCCLUSION_TEXTURE_TRANSFORM\\n        occlusionTexCoords = computeTextureTransform(occlusionTexCoords, u_occlusionTextureTransform);\\n        #endif\\n    material.occlusion = texture(u_occlusionTexture, occlusionTexCoords).r;\\n    #endif\\n\\n    #ifdef HAS_EMISSIVE_TEXTURE\\n    vec2 emissiveTexCoords = TEXCOORD_EMISSIVE;\\n        #ifdef HAS_EMISSIVE_TEXTURE_TRANSFORM\\n        emissiveTexCoords = computeTextureTransform(emissiveTexCoords, u_emissiveTextureTransform);\\n        #endif\\n\\n    vec3 emissive = czm_srgbToLinear(texture(u_emissiveTexture, emissiveTexCoords).rgb);\\n        #ifdef HAS_EMISSIVE_FACTOR\\n        emissive *= u_emissiveFactor;\\n        #endif\\n    material.emissive = emissive;\\n    #elif defined(HAS_EMISSIVE_FACTOR)\\n    material.emissive = u_emissiveFactor;\\n    #endif\\n\\n    #if defined(LIGHTING_PBR) && defined(USE_SPECULAR_GLOSSINESS)\\n        #ifdef HAS_SPECULAR_GLOSSINESS_TEXTURE\\n        vec2 specularGlossinessTexCoords = TEXCOORD_SPECULAR_GLOSSINESS;\\n          #ifdef HAS_SPECULAR_GLOSSINESS_TEXTURE_TRANSFORM\\n          specularGlossinessTexCoords = computeTextureTransform(specularGlossinessTexCoords, u_specularGlossinessTextureTransform);\\n          #endif\\n\\n        vec4 specularGlossiness = czm_srgbToLinear(texture(u_specularGlossinessTexture, specularGlossinessTexCoords));\\n        vec3 specular = specularGlossiness.rgb;\\n        float glossiness = specularGlossiness.a;\\n            #ifdef HAS_SPECULAR_FACTOR\\n            specular *= u_specularFactor;\\n            #endif\\n\\n            #ifdef HAS_GLOSSINESS_FACTOR\\n            glossiness *= u_glossinessFactor;\\n            #endif\\n        #else\\n            #ifdef HAS_SPECULAR_FACTOR\\n            vec3 specular = clamp(u_specularFactor, vec3(0.0), vec3(1.0));\\n            #else\\n            vec3 specular = vec3(1.0);\\n            #endif\\n\\n            #ifdef HAS_GLOSSINESS_FACTOR\\n            float glossiness = clamp(u_glossinessFactor, 0.0, 1.0);\\n            #else\\n            float glossiness = 1.0;\\n            #endif\\n        #endif\\n\\n        #ifdef HAS_DIFFUSE_TEXTURE\\n        vec2 diffuseTexCoords = TEXCOORD_DIFFUSE;\\n            #ifdef HAS_DIFFUSE_TEXTURE_TRANSFORM\\n            diffuseTexCoords = computeTextureTransform(diffuseTexCoords, u_diffuseTextureTransform);\\n            #endif\\n\\n        vec4 diffuse = czm_srgbToLinear(texture(u_diffuseTexture, diffuseTexCoords));\\n            #ifdef HAS_DIFFUSE_FACTOR\\n            diffuse *= u_diffuseFactor;\\n            #endif\\n        #elif defined(HAS_DIFFUSE_FACTOR)\\n        vec4 diffuse = clamp(u_diffuseFactor, vec4(0.0), vec4(1.0));\\n        #else\\n        vec4 diffuse = vec4(1.0);\\n        #endif\\n    czm_pbrParameters parameters = czm_pbrSpecularGlossinessMaterial(\\n      diffuse.rgb,\\n      specular,\\n      glossiness\\n    );\\n    material.diffuse = parameters.diffuseColor;\\n    // the specular glossiness extension's alpha overrides anything set\\n    // by the base material.\\n    material.alpha = diffuse.a;\\n    material.specular = parameters.f0;\\n    material.roughness = parameters.roughness;\\n    #elif defined(LIGHTING_PBR)\\n        #ifdef HAS_METALLIC_ROUGHNESS_TEXTURE\\n        vec2 metallicRoughnessTexCoords = TEXCOORD_METALLIC_ROUGHNESS;\\n            #ifdef HAS_METALLIC_ROUGHNESS_TEXTURE_TRANSFORM\\n            metallicRoughnessTexCoords = computeTextureTransform(metallicRoughnessTexCoords, u_metallicRoughnessTextureTransform);\\n            #endif\\n\\n        vec3 metallicRoughness = texture(u_metallicRoughnessTexture, metallicRoughnessTexCoords).rgb;\\n        float metalness = clamp(metallicRoughness.b, 0.0, 1.0);\\n        float roughness = clamp(metallicRoughness.g, 0.04, 1.0);\\n            #ifdef HAS_METALLIC_FACTOR\\n            metalness *= u_metallicFactor;\\n            #endif\\n\\n            #ifdef HAS_ROUGHNESS_FACTOR\\n            roughness *= u_roughnessFactor;\\n            #endif\\n        #else\\n            #ifdef HAS_METALLIC_FACTOR\\n            float metalness = clamp(u_metallicFactor, 0.0, 1.0);\\n            #else\\n            float metalness = 1.0;\\n            #endif\\n\\n            #ifdef HAS_ROUGHNESS_FACTOR\\n            float roughness = clamp(u_roughnessFactor, 0.04, 1.0);\\n            #else\\n            float roughness = 1.0;\\n            #endif\\n        #endif\\n    czm_pbrParameters parameters = czm_pbrMetallicRoughnessMaterial(\\n      material.diffuse,\\n      metalness,\\n      roughness\\n    );\\n    material.diffuse = parameters.diffuseColor;\\n    material.specular = parameters.f0;\\n    material.roughness = parameters.roughness;\\n    #endif\\n}\\n";

 相当的长,但是这中间有上述分析过程中对材质单个参数(粗糙度,金属度)和纹理的处理,不妨一读。那么这段Shader如何使用的呢?

MaterialPipelineStage.process = function(renderResources, primitive, frameState) {...processMaterialUniforms(material,uniformMap2,shaderBuilder,defaultTexture,defaultNormalTexture,defaultEmissiveTexture,disableTextures);if (defined_default(material.specularGlossiness)) {processSpecularGlossinessUniforms(material,uniformMap2,shaderBuilder,defaultTexture,disableTextures);} else {processMetallicRoughnessUniforms(material,uniformMap2,shaderBuilder,defaultTexture,disableTextures);    }...shaderBuilder.addFragmentLines(MaterialStageFS_default);...};

 是的,直接在最下方添加到ShaderBuilder。

看上去我们这个过程从数据获取到消费似乎是完成了,但是细心的人应该发现了MaterialStageFS_default 还有一些宏或者不同的纹理它的采样器uv这样的数据其实也是要告知shader的,那么这种处理实际是在processGldLightMapUniforms::processTexture2这个函数中:

function processTexture2(shaderBuilder, uniformMap2, textureReader, uniformName, defineName, defaultTexture) {
//添加Uniform变量shaderBuilder.addUniform("sampler2D",//类型uniformName,//变量名ShaderDestination_default.FRAGMENT//添加到Fragment);uniformMap2[uniformName] = function() {return defaultValue_default(textureReader.texture, defaultTexture);};//shaderBuilder.addDefine用于在Shader中定义变量并给初值//(名称,默认值,添加位置)const textureDefine = `HAS_${defineName}_TEXTURE`;//宏shaderBuilder.addDefine(textureDefine, void 0, ShaderDestination_default.FRAGMENT);const texCoordIndex = textureReader.texCoord;const texCoordVarying = `v_texCoord_${texCoordIndex}`;const texCoordDefine = `TEXCOORD_${defineName}`;//uvshaderBuilder.addDefine(texCoordDefine,texCoordVarying,ShaderDestination_default.FRAGMENT);...}

至此,整个流程才算完成,理解了以上流程之后,要想加一张纹理那就比较容易了。

3.实操添加一张贴图

这里给出步骤思路,具体实现自己写一遍应该会好很多:

a.新增一张纹理贴图,意味着Material要加新成员,对应的是loadMaterial中的空材质构造函数:

const material = new Material3();

b. 对空material填充需要loadTexture,这里要注意纹理解释器的丰富,封装在了getAllTextureReaders中;

c.加载好纹理之后就是纹理处理,也就是shader部分,这里一共又可以分为两步:

      processTexture2添加uniform数据资源,往shader压入变量及其值;

      编写shader代码:MaterialStageFS_default。直接在这里改就可以利用上ShaderBuilder的添加一步到位。