以下是小编整理的WorldWind系列五:插件加载过程全解析,本文共2篇,欢迎阅读分享,希望对您有所帮助。

篇1:WorldWind系列五:插件加载过程全解析
不得不承认World Wind的代码真的很庞大,没有太多帮助文档的前提下,一头钻进代码里肯定令你头疼的,甚至研究代码间关联仿佛是在走迷宫,我最近一直想弄明白如何在 MenuBar中加载那些插件的,WorldWind学习系列四中研究的只是特殊的三个功能加载的,那三个没有继承Plugin类,不算是插件功能加载。所以WorldWind学习系列四加载的三个是特殊情况,不是一般的插件加载。今天下午终于柳暗花明,如果你真正关注World Wind分析,那么就好好看看下面的插件加载过程全解析。
我们先看看Plugin类的继承图,看看到底都有些什么插件,然后在分析一般性的插件加载全过程。
哦,原来这么多插件,我们要基于WW开发自己的应用,只需继承Plugin类写出自己的插件功能即可的。
我们现在分析插件加载过程,请确保你看过WorldWind学习系列二:擒贼先擒王篇2 中的(5.加载上次使用的配置信息)。加载的插件入口就是WorldWind.cs的Main中调用的LoadSettings()静态方法。
1.读取WorldWind的配置中插件信息
加载WorldWind配置
private static void LoadSettings()
{
try
{
//先读取上次使用时保存的“使用插件配置文件”,如果存在,则从文件中读取配置实例化WorldWindSettings
Settings = (WorldWindSettings) SettingsBase.Load(Settings, SettingsBase.LocationType.User);
if(!File.Exists(Settings.FileName))
{
//我们假定是配置文件不存在,这就是一个个地加载插件,保存到ArrayList中
Settings.PluginsLoadedOnStartup.Add(“ShapeFileInfoTool”);
//Settings.PluginsLoadedOnStartup.Add(“OverviewFormLoader”);
//Settings.PluginsLoadedOnStartup.Add(“Atmosphere”);
Settings.PluginsLoadedOnStartup.Add(“SkyGradient”);
Settings.PluginsLoadedOnStartup.Add(“BmngLoader”);
//Settings.PluginsLoadedOnStartup.Add(“Compass”);
//Settings.PluginsLoadedOnStartup.Add(“ExternalLayerManagerLoader”);
Settings.PluginsLoadedOnStartup.Add(“MeasureTool”);
//Settings.PluginsLoadedOnStartup.Add(“MovieRecorder”);
Settings.PluginsLoadedOnStartup.Add(“NRLWeatherLoader”);
Settings.PluginsLoadedOnStartup.Add(“ShapeFileLoader”);
Settings.PluginsLoadedOnStartup.Add(“Stars3D”);
Settings.PluginsLoadedOnStartup.Add(“GlobalClouds”);
Settings.PluginsLoadedOnStartup.Add(“PlaceFinderLoader”);
Settings.PluginsLoadedOnStartup.Add(“LightController”);
Settings.PluginsLoadedOnStartup.Add(“Earthquake_2.0.2.1”);
Settings.PluginsLoadedOnStartup.Add(“Historical_Earthquake_2.0.2.2”);
Settings.PluginsLoadedOnStartup.Add(“KMLImporter”);
//Settings.PluginsLoadedOnStartup.Add(“doublezoom”);
//Settings.PluginsLoadedOnStartup.Add(“PlanetaryRings”);
Settings.PluginsLoadedOnStartup.Add(“TimeController”);
//Settings.PluginsLoadedOnStartup.Add(“WavingFlags”);
Settings.PluginsLoadedOnStartup.Add(“ScaleBarLegend”);
Settings.PluginsLoadedOnStartup.Add(“Compass3D”);
Settings.PluginsLoadedOnStartup.Add(“AnaglyphStereo”);
Settings.PluginsLoadedOnStartup.Add(“GlobeIcon”);
}
// decrypt encoded user credentials
DataProtector dp = new DataProtector(DataProtector.Store.USE_USER_STORE);
if(Settings.ProxyUsername.Length >0) Settings.ProxyUsername = dp.TransparentDecrypt(Settings.ProxyUsername);
if(Settings.ProxyPassword.Length >0) Settings.ProxyPassword = dp.TransparentDecrypt(Settings.ProxyPassword);
}
catch(Exception caught)
{
Log.Write(caught);
}
}
2.Main()中后面调用MainApplication()方法,该MainApplication()调用 OpenStartupWorld(),用来初始化启动World对象。OpenStartupWorld()方法首先确定加载的是Earth/Moon 等,然后开始加载一个星球。
加载一个星球代码
///
/// Loads a new planet
///
private void OpenWorld(string worldXmlFile)
{
if(this.worldWindow.CurrentWorld != null)
{
try
{
this.worldWindow.ResetToolbar();
}
catch
{}
try
{
foreach(PluginInfo p in this.compiler.Plugins)
{
try
{
if(p.Plugin.IsLoaded)
p.Plugin.Unload();
}
catch
{}
}
}
catch
{}
try
{
this.worldWindow.CurrentWorld.Dispose();
}
catch
{}
}
if(this.gotoDialog != null)
{
this.gotoDialog.Dispose();
this.gotoDialog = null;
}
if(this.rapidFireModisManager != null)
{
this.rapidFireModisManager.Dispose();
this.rapidFireModisManager = null;
}
if(this.animatedEarthMananger != null)
{
this.animatedEarthMananger.Dispose();
this.animatedEarthMananger = null;
}
if(this.wmsBrowser != null)
{
this.wmsBrowser.Dispose();
this.wmsBrowser = null;
}
worldWindow.CurrentWorld = WorldWind.ConfigurationLoader.Load(worldXmlFile, worldWindow.Cache);
this.splashScreen.SetText(“Initializing menus...”);
// InitializePluginCompiler()是我们要关注的初始化插件编辑器PluginCompiler(真正管理加载插件的类)
InitializePluginCompiler();
//RenderableObject系统很复杂,我们稍后准备专门分析一下
foreach(RenderableObject worldRootObject in this.worldWindow.CurrentWorld.RenderableObjects.ChildObjects)
{
this.AddLayerMenuButtons(this.worldWindow, worldRootObject);
}
//加载Earth专有的MenuButton( AnimatedEarthManager和RapidFireModisManager)的配置,
//这里主要不关注
this.AddInternalPluginMenuButtons();
this.menuItemModisHotSpots.Enabled = worldWindow.CurrentWorld.IsEarth;
this.menuItemAnimatedEarth.Enabled = worldWindow.CurrentWorld.IsEarth;
}
3.我们看看InitializePluginCompiler()如何加载插件的?
初始化PluginCompiler
///
/// Compile and run plug-in “scripts”
///
private void InitializePluginCompiler()
{
Log.Write(Log.Levels.Debug, “CONF”, “initializing plugin compiler...”);
this.splashScreen.SetText(“Initializing plugins...”);
string pluginRoot = Path.Combine(DirectoryPath, “Plugins”);
compiler = new PluginCompiler(this, pluginRoot);
//#if DEBUG
// Search for plugins in worldwind.exe (plugin development/debugging aid)
compiler.FindPlugins(Assembly.GetExecutingAssembly());
//#endif
//从启动文件夹下Plugins文件夹,加载插件
compiler.FindPlugins();
//加载启动插件插件
compiler.LoadStartupPlugins();
}
4.加载启动插件函数的代码
加载启动插件
/// Loads the plugins that are set for load on world wind startup.
///
public void LoadStartupPlugins()
{
foreach(PluginInfo pi in m_plugins)
{
if(pi.IsLoadedAtStartup)
{
try
{
// Compile
Log.Write(Log.Levels.Debug, LogCategory, “loading ”+pi.Name+“ ...”);
worldWind.SplashScreen.SetText(“Initializing plugin ” + pi.Name);
//Load方法加载插件,Plugin类的Load()为虚方法,实质上调用的是各个插件重载后的Load()方法
Load(pi);
}
catch(Exception caught)
{
// Plugin failed to load
string message = “Plugin ” + pi.Name + “ failed: ” + caught.Message;
Log.Write(Log.Levels.Error, LogCategory, message);
Log.Write(caught);
// Disable automatic load of this plugin on startup
pi.IsLoadedAtStartup = false;
worldWind.SplashScreen.SetError(message);
}
}
}
}
5.现在看两个插件类重载的Load()方法的实例。例如:Compass3D.cs和TimeController.cs。
Compass3D.cs的Load()方法
重载后的Load方法
public override void Load()
{
m_menuItem = new System.Windows.Forms.MenuItem(“Compass”);
m_menuItem.Click += new EventHandler(m_menuItem_Click);
m_menuItem.Checked = World.Settings.ShowCompass;
ParentApplication.ToolsMenu.MenuItems.Add(m_menuItem);
m_form. = new FormWidget(“Compass”);
m_form.ClientSize = new System.Drawing.Size(200, 200);
m_form.Location = new System.Drawing.Point(0, 400);
m_form.BackgroundColor = World.Settings.WidgetBackgroundColor;
m_form.AutoHideHeader = true;
m_form.VerticalScrollbarEnabled = false;
m_form.HorizontalScrollbarEnabled = false;
m_form.BorderEnabled = false;
//注册两个窗体事件
m_form.OnResizeEvent += new FormWidget.ResizeHandler(m_form_OnResizeEvent);
m_form.OnVisibleChanged += new VisibleChangedHandler(m_form_OnVisibleChanged);
//实例化Compass3DWidget
m_compass = new Compass3DWidget();
m_compass.Location = new System.Drawing.Point(5, 0);
m_compass.Font = new System.Drawing.Font(“Ariel”, 10.0f, System.Drawing.FontStyle.Bold);
m_compass.ParentWidget = m_form;
m_form_OnResizeEvent(m_form, m_form.WidgetSize);
m_form.ChildWidgets.Add(m_compass);
m_form.Visible = World.Settings.ShowCompass;
//将要绘制的Widget加载到DrawArgs.NewRootWidget.ChildWidgets,为了在WorldWindow.cs的Render()方法里渲染
DrawArgs.NewRootWidget.ChildWidgets.Add(m_form);
//Compass 3D工具菜单按钮
m_toolbarItem = new WorldWind.NewWidgets.WidgetMenuButton(
“Compass 3D”,
basePath + “\\Data\\Icons\\Interface\\compass2.png”,
m_form);
//向MenuBar中添加Compass 3D菜单按钮
ParentApplication.WorldWindow.MenuBar.AddToolsMenuButton(m_toolbarItem);
base.Load();
}
TimeController.cs的Load方法,如下:
时间控制
public override void Load()
{
try
{
m_window = new WorldWind.NewWidgets.FormWidget(“Time Control”);
m_window.Name = “Time Control”;
m_window.ClientSize = new System.Drawing.Size(300, 183);
// Bug in FormWidget required anchor to be set before Location and parent widget
m_window.Anchor = WorldWind.NewWidgets.WidgetEnums.AnchorStyles.Left | WorldWind.NewWidgets.WidgetEnums.AnchorStyles.Bottom;
m_window.ParentWidget = DrawArgs.NewRootWidget;
m_window.Location = new System.Drawing.Point(0, DrawArgs.NewRootWidget.ClientSize.Height - 183);
m_window.Text = “Double Click to Re-Open”;
m_window.BorderEnabled = false;
m_window.AutoHideHeader = true;
m_window.BackgroundColor = System.Drawing.Color.FromArgb(0, 0, 0, 0);
m_window.HeaderEnabled = true;
m_window.Visible = false;
time = new WorldWind.NewWidgets.PictureBox();
time.Name = “Time”;
time.ImageUri = basePath + “\\Data\\Icons\\Time\\time off.png”;
time.ClientLocation = new System.Drawing.Point(12, 59);
time.ClientSize = new System.Drawing.Size(42, 42);
time.Visible = true;
time.ParentWidget = m_window;
time.OnMouseEnterEvent += new EventHandler(time_OnMouseEnterEvent);
time.OnMouseLeaveEvent += new EventHandler(time_OnMouseLeaveEvent);
time.OnMouseUpEvent += new MouseEventHandler(time_OnMouseUpEvent);
time.CountHeight = false;
time.CountWidth = true;
m_window.ChildWidgets.Add(time);
play = new WorldWind.NewWidgets.PictureBox();
play.Name = “Play”;
if (TimeKeeper.Enabled)
{
play.ImageUri = basePath + “\\Data\\Icons\\Time\\play on.png”;
}
else
{
play.ImageUri = basePath + “\\Data\\Icons\\Time\\play off.png”;
}
play.ClientLocation = new System.Drawing.Point(50, 1);
play.ClientSize = new System.Drawing.Size(82, 82);
play.Visible = true;
play.ParentWidget = m_window;
play.OnMouseEnterEvent += new EventHandler(play_OnMouseEnterEvent);
play.OnMouseLeaveEvent += new EventHandler(play_OnMouseLeaveEvent);
play.OnMouseUpEvent += new System.Windows.Forms.MouseEventHandler(play_OnMouseUpEvent);
play.CountHeight = true;
play.CountWidth = true;
m_window.ChildWidgets.Add(play);
close = new WorldWind.NewWidgets.PictureBox();
close.Name = “Close”;
close.ImageUri = basePath + “\\Data\\Icons\\Time\\close off.png”;
close.ClientLocation = new System.Drawing.Point(29, 3);
close.ClientSize = new System.Drawing.Size(22, 22);
close.Visible = true;
close.ParentWidget = m_window;
close.OnMouseEnterEvent += new EventHandler(close_OnMouseEnterEvent);
close.OnMouseLeaveEvent += new EventHandler(close_OnMouseLeaveEvent);
close.OnMouseUpEvent += new MouseEventHandler(close_OnMouseUpEvent);
close.CountHeight = false;
close.CountWidth = false;
m_window.ChildWidgets.Add(close);
rewind = new WorldWind.NewWidgets.PictureBox();
rewind.Name = “Rewind”;
rewind.ImageUri = basePath + “\\Data\\Icons\\Time\\repeat off.png”;
rewind.ClientLocation = new System.Drawing.Point(16, 26);
rewind.ClientSize = new System.Drawing.Size(32, 32);
rewind.Visible = true;
rewind.ParentWidget = m_window;
rewind.OnMouseEnterEvent += new EventHandler(rewind_OnMouseEnterEvent);
rewind.OnMouseLeaveEvent += new EventHandler(rewind_OnMouseLeaveEvent);
rewind.OnMouseUpEvent += new MouseEventHandler(rewind_OnMouseUpEvent);
rewind.CountHeight = false;
rewind.CountWidth = false;
m_window.ChildWidgets.Add(rewind);
pause = new WorldWind.NewWidgets.PictureBox();
pause.Name = “Pause”;
if (TimeKeeper.Enabled)
{
pause.ImageUri = basePath + “\\Data\\Icons\\Time\\pause off.png”;
}
else
{
pause.ImageUri = basePath + “\\Data\\Icons\\Time\\pause on.png”;
}
pause.ClientLocation = new System.Drawing.Point(35, 88);
pause.ClientSize = new System.Drawing.Size(64, 64);
pause.Visible = true;
pause.ParentWidget = m_window;
pause.OnMouseEnterEvent += new EventHandler(pause_OnMouseEnterEvent);
pause.OnMouseLeaveEvent += new EventHandler(pause_OnMouseLeaveEvent);
pause.OnMouseUpEvent += new System.Windows.Forms.MouseEventHandler(pause_OnMouseUpEvent);
pause.CountHeight = true;
pause.CountWidth = false;
m_window.ChildWidgets.Add(pause);
slow = new WorldWind.NewWidgets.PictureBox();
slow.Name = “Slow”;
slow.ImageUri = basePath + “\\Data\\Icons\\Time\\slow off.png”;
slow.ClientLocation = new System.Drawing.Point(97, 88);
slow.ClientSize = new System.Drawing.Size(64, 64);
slow.Visible = true;
slow.ParentWidget = m_window;
slow.OnMouseEnterEvent += new EventHandler(slow_OnMouseEnterEvent);
slow.OnMouseLeaveEvent += new EventHandler(slow_OnMouseLeaveEvent);
slow.OnMouseUpEvent += new System.Windows.Forms.MouseEventHandler(slow_OnMouseUpEvent);
slow.CountHeight = false;
slow.CountWidth = false;
m_window.ChildWidgets.Add(slow);
fast = new WorldWind.NewWidgets.PictureBox();
fast.Name = “Fast”;
fast.ImageUri = basePath + “\\Data\\Icons\\Time\\fast off.png”;
fast.ClientLocation = new System.Drawing.Point(158, 88);
fast.ClientSize = new System.Drawing.Size(64, 64);
fast.Visible = true;
fast.ParentWidget = m_window;
fast.OnMouseEnterEvent += new EventHandler(fast_OnMouseEnterEvent);
fast.OnMouseLeaveEvent += new EventHandler(fast_OnMouseLeaveEvent);
fast.OnMouseUpEvent += new System.Windows.Forms.MouseEventHandler(fast_OnMouseUpEvent);
fast.CountHeight = false;
fast.CountWidth = false;
m_window.ChildWidgets.Add(fast);
timeLabel = new WorldWind.NewWidgets.TextLabel();
timeLabel.Name = “Current Time”;
timeLabel.ClientLocation = new System.Drawing.Point(134, 65);
timeLabel.ClientSize = new System.Drawing.Size(140, 60);
timeLabel.Visible = true;
timeLabel.ParentWidget = m_window;
timeLabel.Text = GetCurrentTimeString();
TimeKeeper.Elapsed += new System.Timers.ElapsedEventHandler(TimeKeeper_Elapsed);
timeLabel.CountHeight = false;
timeLabel.CountWidth = true;
timeLabel.WordBreak = true;
m_window.ChildWidgets.Add(timeLabel);
DrawArgs.NewRootWidget.ChildWidgets.Add(m_window);
m_toolbarItem = new WorldWind.NewWidgets.WidgetMenuButton(
“Time Controller”,
basePath + “\\Data\\Icons\\Time\\time off.png”,
m_window);
//向MenuBar中添加菜单按钮
ParentApplication.WorldWindow.MenuBar.AddToolsMenuButton(m_toolbarItem);
}
catch (Exception ex)
{
Log.Write(ex);
}
base.Load();
}
其他插件的重载后的Load()方法也是类似的,不再赘述,
希望能帮研究WW的朋友理清插件加载过程的思路,少走弯路。
篇2:WorldWind系列六:渲染过程解析篇
今天主要是分析学习了Render问题,搞明白了WorldWind中整个Render绘制处理过程,其中关键类是:RenderableObject.cs ,RenderobjectList.cs.
WW中所有需要绘制的对象都RenderableObject,WW的各功能的执行显示都是不断地调用相应的Render方法。
1.RenderableObject整个绘制对象继承图
WW绘制都是通过RenderableObject类,将所有的要绘制对象都看做是RenderableObject,从而统一了整个系统WW的绘制对象的绘制过程。
2.RenderableObjectList也继承自RenderableObject,先看看它的继承图
摘录内容:
“实际的点线,平面纹理等渲染对象都是从RenderableObject继承,最终的渲染实现也是在从它继续下来的类中,RenderableObjectList的成员m_children(protected ArrayList m_children = new ArrayList();)包含WW中所有的渲染对象,绘制过程中按如下的优先级进行:
public enum RenderPriority
{
SurfaceImages = 0,
TerrainMappedImages = 100,
AtmosphericImages = 200,
LinePaths = 300,
Icons = 400,
Placenames = 500,
Custom = 600
}
这里对WW调试过程中的m_children的成员做个截图,需要注意的是m_children的成员大部分还是 RenderableObjectList对象,向下包含的层次很多,但只有最底层的从RenderableObject继续的对象才是渲染的最终实现。”摘自:
blog.sina.com.cn/s/blog_467b6cd601008mmd.html~type=v5_one&label=rela_nextarticle
RenderableObjectList可以简单看作RenderableObject对象的集合,但实质上存储RenderableObject对象集合的仅仅是其中的属性m_children,它有很多特有的针对m_children管理的方法,如:Add(RenderableObject ro)、Remove(RenderableObject layer)。RenderableObjectList里通过该Timer.Elapsed 事件实现了自动刷新渲染的功能。这里还有个知识点,我们可以学习一下,就是Timer.Elapsed 事件使用,请参考MS的msdn.microsoft.com/zh-cn/library/system.timers.timer.elapsed(VS.80).aspx。
3.下面让我们一起看看WW实现渲染绘制的整个代码调用流程,主要分为两部分:一、获取到所有的要绘制对象集合,二、绘制所有要绘制的对象。分析入口还是从WorldWind.cs的MainAppliaction()方法开始的。
3.1获取到所有的要绘制对象集合,存放到World.cs中的 RenderableObjects属性里
MainAppliaction()中调用OpenStartupWorld()
——》2974行OpenWorld( curWorldFile );调用了private void OpenWorld(string worldXmlFile)方法
——》 3049行 worldWindow.CurrentWorld = WorldWind.ConfigurationLoader.Load(worldXmlFile, worldWindow.Cache);调用了CongfigurationLoader.cs的public static World Load(string filename, Cache cache)方法
——》CongfigurationLoader.cs 的110行 newWorld.RenderableObjects = getRenderablesFromLayerDirectory(layerDirectory, newWorld, cache); 看代码
加载渲染对象代码
public static World Load(string filename, Cache cache)
{
Log.Write(Log.Levels.Debug, “CONF”, “Loading ” + filename);
// get the World Wind Settings through reflection to avoid changing the signature of Load().
Assembly a = Assembly.GetEntryAssembly();
Type appType = a.GetType(“WorldWind.MainApplication”);
System.Reflection.FieldInfo finfo = appType.GetField(“Settings”, BindingFlags.Static | BindingFlags.Public | BindingFlags.GetField);
WorldWindSettings settings = finfo.GetValue(null) as WorldWindSettings;
XmlReaderSettings readerSettings = new XmlReaderSettings();
if (settings.ValidateXML)
{
Log.Write(Log.Levels.Debug, “CONF”, “validating ” + filename + “ against WorldXmlDescriptor.xsd and LayerSet.xsd”);
readerSettings.ValidationType = ValidationType.Schema;
/* load the schema to validate against instead of hoping for an inline schema reference */
XmlSchemaSet schemas = new XmlSchemaSet();
schemas.Add(null, settings.ConfigPath + “/WorldXmlDescriptor.xsd”);
schemas.Add(null, settings.ConfigPath + “/Earth/LayerSet.xsd”);
readerSettings.Schemas = schemas;
readerSettings.ValidationEventHandler += new ValidationEventHandler(XMLValidationCallback);
readerSettings.ValidationFlags |= System.Xml.Schema.XmlSchemaValidationFlags.ReportValidationWarnings;
}
else
{
Log.Write(Log.Levels.Debug, “CONF”, “loading ” + filename + “ without validation”);
readerSettings.ValidationType = ValidationType.None;
}
try
{
XmlReader docReader = XmlReader.Create(filename, readerSettings);
XPathDocument docNav = new XPathDocument(docReader);
XPathNavigator nav = docNav.CreateNavigator();
XPathNodeIterator worldIter = nav.Select(“/World[@Name]”);
if (worldIter.Count >0)
{
worldIter.MoveNext();
string worldName = worldIter.Current.GetAttribute(“Name”, “”);
double equatorialRadius = ParseDouble(worldIter.Current.GetAttribute(“EquatorialRadius”, “”));
string layerDirectory = worldIter.Current.GetAttribute(“LayerDirectory”, “”);
if (layerDirectory.IndexOf(“:”) < 0)
{
layerDirectory = Path.Combine(Path.GetDirectoryName(filename), layerDirectory);
}
TerrainAccessor[] terrainAccessor = getTerrainAccessorsFromXPathNodeIterator(worldIter.Current.Select(“TerrainAccessor”),
System.IO.Path.Combine(cache.CacheDirectory, worldName));
World newWorld = new World(
worldName,
new Microsoft.DirectX.Vector3(0, 0, 0),
new Microsoft.DirectX.Quaternion(0, 0, 0, 0),
equatorialRadius,
cache.CacheDirectory,
(terrainAccessor != null ? terrainAccessor[0] : null)//TODO: Oops, World should be able to handle an array of terrainAccessors
);
//加载所有要渲染绘制的对象
newWorld.RenderableObjects = getRenderablesFromLayerDirectory(layerDirectory, newWorld, cache);
return newWorld;
}
}
catch (XmlSchemaException ex)
{
Log.Write(Log.Levels.Error, “CONF”, “Exception caught during XML parsing: ” + ex.Message);
Log.Write(Log.Levels.Error, “CONF”, “File ” + filename + “ was not read successfully.”);
// TODO: should pop up a message box or something.
return null;
}
return null;
}
——》 170 public static RenderableObjectList getRenderableFromLayerFile(string layerFile, World parentWorld, Cache cache, bool enableRefresh)方法,真正加载绘制对象集合的函数。
3.2绘制所有要绘制的对象
WorldWind.cs中MainAppliaction()中
——》675worldWindow.Render();调用了WorldWindow.cs的Render()方法
——》785 m_World.Render(this.drawArgs);调用World.cs的public override void Render(DrawArgs drawArgs)方法
分类分层次地调用渲染代码
public override void Render(DrawArgs drawArgs)
{
try
{
if (m_WorldSurfaceRenderer != null && World.Settings.UseWorldSurfaceRenderer)
{
m_WorldSurfaceRenderer.RenderSurfaceImages(drawArgs);
}
// Old method -- problems with RenderPriority sorting
// RenderableObjects.Render(drawArgs);
RenderStars(drawArgs, RenderableObjects);
if (drawArgs.CurrentWorld.IsEarth && World.Settings.EnableAtmosphericScattering)
{
float aspectRatio = (float)drawArgs.WorldCamera.Viewport.Width / drawArgs.WorldCamera.Viewport.Height;
float zNear = (float)drawArgs.WorldCamera.Altitude * 0.1f;
double distToCenterOfPlanet = (drawArgs.WorldCamera.Altitude + equatorialRadius);
double tangentalDistance = Math.Sqrt(distToCenterOfPlanet * distToCenterOfPlanet - equatorialRadius * equatorialRadius);
double amosphereThickness = Math.Sqrt(m_outerSphere.m_radius * m_outerSphere.m_radius + equatorialRadius * equatorialRadius);
Matrix proj = drawArgs.device.Transform.Projection;
drawArgs.device.Transform.Projection = Matrix.PerspectiveFovRH((float)drawArgs.WorldCamera.Fov.Radians, aspectRatio, zNear, (float)(tangentalDistance + amosphereThickness));
drawArgs.device.RenderState.ZBufferEnable = false;
drawArgs.device.RenderState.CullMode = Cull.CounterClockwise;
m_outerSphere.Render(drawArgs);
drawArgs.device.RenderState.CullMode = Cull.Clockwise;
drawArgs.device.RenderState.ZBufferEnable = true;
drawArgs.device.Transform.Projection = proj;
}
if (World.Settings.EnableSunShading)
RenderSun(drawArgs);
//分类、分层次地调用渲染方法
//render SurfaceImages
Render(RenderableObjects, WorldWind.Renderable.RenderPriority.TerrainMappedImages, drawArgs);
if (m_projectedVectorRenderer != null)
m_projectedVectorRenderer.Render(drawArgs);
//render AtmosphericImages
Render(RenderableObjects, WorldWind.Renderable.RenderPriority.AtmosphericImages, drawArgs);
//render LinePaths
Render(RenderableObjects, WorldWind.Renderable.RenderPriority.LinePaths, drawArgs);
//render Placenames
Render(RenderableObjects, WorldWind.Renderable.RenderPriority.Placenames, drawArgs);
//render Icons
Render(RenderableObjects, WorldWind.Renderable.RenderPriority.Icons, drawArgs);
//render Custom
Render(RenderableObjects, WorldWind.Renderable.RenderPriority.Custom, drawArgs);
if (Settings.showPlanetAxis)
this.DrawAxis(drawArgs);
}
catch (Exception ex)
{
Log.Write(ex);
}
}
——》分类绘制过程中是调用 485行的private void Render(WorldWind.Renderable.RenderableObject renderable, WorldWind.Renderable.RenderPriority priority, DrawArgs drawArgs)方法,
被各类对象调用的渲染方法
private void Render(WorldWind.Renderable.RenderableObject renderable, WorldWind.Renderable.RenderPriority priority, DrawArgs drawArgs)
{
if (!renderable.IsOn || (renderable.Name != null && renderable.Name.Equals(“Starfield”)))
return;
try
{
if (priority == WorldWind.Renderable.RenderPriority.Icons && renderable is Icons)
{
//关键代码,真正调用DirectX实施渲染绘制的,Render()方法被RenderObject类的子类渲染对象重载,实际上调用的是子类的Render()方法。
renderable.Render(drawArgs);
}
else if (renderable is WorldWind.Renderable.RenderableObjectList)
{
WorldWind.Renderable.RenderableObjectList rol = (WorldWind.Renderable.RenderableObjectList)renderable;
for (int i = 0; i < rol.ChildObjects.Count; i++)
{
Render((WorldWind.Renderable.RenderableObject)rol.ChildObjects[i], priority, drawArgs);
}
}
// hack at the moment
else if (priority == WorldWind.Renderable.RenderPriority.TerrainMappedImages)
{
if (renderable.RenderPriority == WorldWind.Renderable.RenderPriority.SurfaceImages || renderable.RenderPriority == WorldWind.Renderable.RenderPriority.TerrainMappedImages)
{
renderable.Render(drawArgs);
}
}
else if (renderable.RenderPriority == priority)
{
renderable.Render(drawArgs);
}
}
catch (Exception ex)
{
Log.Write(ex);
}
}
说明:该方法中596行 renderable.Render(drawArgs);实质上是调用各个RenderableObject具体的子类重写的Render()方法,实现绘制的。
4.以WavingFlagLayer.cs类重写的588行Render()方法为例,看看是如何完成绘制的。
WavingFlagLayer类渲染代码
public override void Render(DrawArgs drawArgs)
{
if (!isInitialized)
return;
if (m_polygonFeature == null || !drawArgs.WorldCamera.ViewFrustum.Intersects(m_polygonFeature.BoundingBox))
return;
try
{
double ffset = 0;
if (Bar3D != null && Bar3D.IsOn)
{
Bar3D.Render(drawArgs);
ffset = Bar3D.RenderedHeight;
}
Cull cull = drawArgs.device.RenderState.CullMode;
drawArgs.device.RenderState.CullMode = Cull.None;
drawArgs.device.RenderState.ZBufferEnable = true;
drawArgs.device.TextureState[0].ColorOperation = TextureOperation.SelectArg1;
drawArgs.device.TextureState[0].ColorArgument1 = TextureArgument.TextureColor;
Vector3 surfacePos = MathEngine.SphericalToCartesian(m_latitude, m_longitude, World.EquatorialRadius);
Vector3 rc = new Vector3(
(float)drawArgs.WorldCamera.ReferenceCenter.X,
(float)drawArgs.WorldCamera.ReferenceCenter.Y,
(float)drawArgs.WorldCamera.ReferenceCenter.Z
);
Vector3 projectedPoint = drawArgs.WorldCamera.Project(surfacePos - rc);
int mouseBuffer = 15;
if (projectedPoint.X >DrawArgs.LastMousePosition.X - mouseBuffer &&
projectedPoint.X < DrawArgs.LastMousePosition.X + mouseBuffer &&
projectedPoint.Y >DrawArgs.LastMousePosition.Y - mouseBuffer &&
projectedPoint.Y < DrawArgs.LastMousePosition.Y + mouseBuffer)
{
if (!m_isMouseInside)
{
m_isMouseInside = true;
if (OnMouseEnterEvent != null)
{
OnMouseEnterEvent(this, null);
}
}
}
else
{
if (m_isMouseInside)
{
m_isMouseInside = false;
if (OnMouseLeaveEvent != null)
{
OnMouseLeaveEvent(this, null);
}
}
}
drawArgs.device.RenderState.CullMode = Cull.None;
if (ShowHighlight)
renderHighlight(drawArgs);
RenderFlag(drawArgs, offset);
drawArgs.device.RenderState.CullMode = cull;
}
catch (Exception ex)
{
Log.Write(ex);
}
}
★WorldWind系列十四:DEM数据加载和应用――以SRTM为例(下)
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