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Cesium中DrawCommand使用_sinat_41537539的博客

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Cesium中DrawCommand使用

viewer.scene.primitives.add(object)方法在添加自定义的物体时,首先会加载object里的update方法,若没有则会报如下错误在这里插入图片描述
代码如下:

//定义一个Trangles类
      function Trangles(options) {
        this._viewer = options.viewer
        this._modelMatrix = options.modelMatrix
        this.arr = options.arr
      }
      //用prototype给定方法和属性
      Trangles.prototype.getCommand = function(context) {
        //顶点着色器
        let v = `
        attribute vec3 position3DHigh;
        attribute vec3 position3DLow;
        void main()
        {
          vec4 p = czm_translateRelativeToEye(position3DHigh, position3DLow);
          p = czm_modelViewProjectionRelativeToEye * p;
          gl_Position = p;
        }
      `
        //片元着色器
        let f = `void main()
        {
            gl_FragColor = vec4(0,1,0,1);
        }
        `
        //shaderProgram将两个着色器合并
        var shaderProgram = Cesium.ShaderProgram.fromCache({
          context: context,
          vertexShaderSource: v,
          fragmentShaderSource: f
        })
        //渲染状态
        var renderState = Cesium.RenderState.fromCache({
          depthTest: {
            enabled: false
          },
          depthMask: false,
          blending: Cesium.BlendingState.ALPHA_BLEND
        })
        //索引数组Buffer
        var indexBuffer = Cesium.Buffer.createIndexBuffer({
          context: context,
          typedArray: new Uint32Array([0, 1, 2]), //索引顺序
          usage: Cesium.BufferUsage.STATIC_DRAW,
          indexDatatype: Cesium.IndexDatatype.UNSIGNED_INT
        })
        //顶点数组Buffer
        var vertexBuffer = Cesium.Buffer.createVertexBuffer({
          context: context,
          typedArray: Cesium.ComponentDatatype.createTypedArray(
            Cesium.ComponentDatatype.FLOAT,
            this.arr //顶点位置数组
          ),
          usage: Cesium.BufferUsage.STATIC_DRAW
        })
        //用来表示逐个顶点的信息
        var attributes = []
        attributes.push({
          index: 0,
          vertexBuffer: vertexBuffer,
          componentDatatype: Cesium.ComponentDatatype.FLOAT,
          componentsPerAttribute: 3,
          normalize: false
        })
        //顶点数组(设置顶点属性和索引Buffer)
        var vertexArray = new Cesium.VertexArray({
          context: context,
          attributes: attributes,
          indexBuffer: indexBuffer
        })

        //新建一个DrawCommand
        this.pointCommand = new Cesium.DrawCommand({
          primitiveType: Cesium.PrimitiveType.TRIANGLES,
          shaderProgram: shaderProgram,
          renderState: renderState,
          vertexArray: vertexArray,
          pass: Cesium.Pass.OPAQUE,
          modelMatrix: this._modelMatrix
        })
      }
      Trangles.prototype.destroy = function() {
        //this.arr = [];
      }
      Trangles.prototype.update = function(frameState) {
        if (this.pointCommand) {
          var commandList = frameState.commandList
          commandList.push(this.pointCommand)
          this._viewer.scene.requestRender()
        } else {
          this.getCommand(this._viewer.scene.context)
        }
      }
      //模型矩阵
      var position = Cesium.Cartesian3.fromDegrees(119, 40, 0)
      var heading = Cesium.Math.toRadians(0)
      var pitch = Cesium.Math.toRadians(0)
      var roll = Cesium.Math.toRadians(0)
      var headingPitchRoll = new Cesium.HeadingPitchRoll(heading, pitch, roll)

      var modelMatrix = Cesium.Transforms.headingPitchRollToFixedFrame(position, headingPitchRoll, Cesium.Ellipsoid.WGS84, Cesium.Transforms.eastNorthUpToFixedFrame, new Cesium.Matrix4())
      //顶点数组
      var arr = [0, 0, 0, 0, 100000, 0, 100000, 100000, 0]

      var temp = new Trangles({ viewer, modelMatrix, arr })
      viewer.scene.primitives.add(temp)

本文转自 https://blog.csdn.net/sinat_41537539/article/details/106941041?spm=1001.2014.3001.5502,如有侵权,请联系删除。

标签:sinat,arr,modelMatrix,viewer,DrawCommand,var,context,Cesium
来源: https://www.cnblogs.com/hustshu/p/15874142.html