CSharpGL(2)设计和使用场景元素及常用接口
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。
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。
首先我们明确2个关键的用词。
场景是指用OpenGL渲染出来的所有东西,包括每个模型和背景。
元素是指场景中的一个模型。
在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。
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。
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。
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。
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 }
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。
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"/>的<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 }
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。
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 & <see cref="OpenGLUIRect.Anchor"/>.Right is <see cref="OpenGLUIRect.Anchor"/>.None. 24 /// <para> and height when <see cref="OpenGLUIRect.Anchor"/>.Top & <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。
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 }
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 & <see cref="OpenGLUIRect.Anchor"/>.Right is <see cref="OpenGLUIRect.Anchor"/>.None. 38 /// <para> and height when <see cref="OpenGLUIRect.Anchor"/>.Top & <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 }
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 }
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。
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。