Worldwind自定义可渲染拣货问题

时间:2016-04-18 15:52:44

标签: java opengl jogl worldwind

我正在浏览tutorial

每当我的鼠标悬停在使用此code(我的版本如下)创建的多维数据集上时,大气和星星就会消失。

这是正常情况:

enter image description here

这是我将鼠标悬停在立方体上时的样子(看大气层):

enter image description here

我不确定这里发生了什么。

/*
 * Copyright (C) 2012 United States Government as represented by the Administrator of the
 * National Aeronautics and Space Administration.
 * All Rights Reserved.
 */

package gov.nasa.worldwindx.examples.tutorial;

import gov.nasa.worldwind.Configuration;
import gov.nasa.worldwind.avlist.AVKey;
import gov.nasa.worldwind.geom.*;
import gov.nasa.worldwind.layers.RenderableLayer;
import gov.nasa.worldwind.pick.PickSupport;
import gov.nasa.worldwind.render.*;
import gov.nasa.worldwind.util.OGLUtil;
import gov.nasa.worldwindx.examples.ApplicationTemplate;

import javax.media.opengl.*;
import java.awt.*;

/**
 * Example of a custom {@link Renderable} that draws a cube at a geographic position. This class shows the simplest
 * possible example of a custom Renderable, while still following World Wind best practices. See
 * http://goworldwind.org/developers-guide/how-to-build-a-custom-renderable/ for a complete description of this
 * example.
 *
 * @author pabercrombie
 * @version $Id: Cube.java 691 2012-07-12 19:17:17Z pabercrombie $
 */
public class Cube extends ApplicationTemplate implements Renderable
{
    /** Geographic position of the cube. */
    protected Position position;
    /** Length of each face, in meters. */
    protected double size;

    /** Support object to help with pick resolution. */
    protected PickSupport pickSupport = new PickSupport();

    // Determined each frame
    protected long frameTimestamp = -1L;
    protected OrderedCube currentFramesOrderedCube;

    /**
     * This class holds the Cube's Cartesian coordinates. An instance of it is added to the scene controller's ordered
     * renderable queue during picking and rendering.
     */
    protected class OrderedCube implements OrderedRenderable
    {
        /** Cartesian position of the cube, computed from
         * {@link gov.nasa.worldwindx.examples.tutorial.Cube#position}. */
        protected Vec4 placePoint;
        /** Distance from the eye point to the cube. */
        protected double eyeDistance;
        /**
         * The cube's Cartesian bounding extent.
         */
        protected Extent extent;

        public double getDistanceFromEye()
        {
            return this.eyeDistance;
        }

        public void pick(DrawContext dc, Point pickPoint)
        {
            // Use same code for rendering and picking.
            this.render(dc);
        }

        public void render(DrawContext dc)
        {
            Cube.this.drawOrderedRenderable(dc, Cube.this.pickSupport);
        }
    }

    public Cube(Position position, double sizeInMeters)
    {
        this.position = position;
        this.size = sizeInMeters;
    }

    public void render(DrawContext dc)
    {
        // Render is called twice, once for picking and once for rendering. In both cases an OrderedCube is added to
        // the ordered renderable queue.

        OrderedCube orderedCube = this.makeOrderedRenderable(dc);

        if (orderedCube.extent != null)
        {
            if (!this.intersectsFrustum(dc, orderedCube))
                return;

            // If the shape is less that a pixel in size, don't render it.
            if (dc.isSmall(orderedCube.extent, 1))
                return;
        }

        // Add the cube to the ordered renderable queue. The SceneController sorts the ordered renderables by eye
        // distance, and then renders them back to front.
        dc.addOrderedRenderable(orderedCube);
    }

    /**
     * Determines whether the cube intersects the view frustum.
     *
     * @param dc the current draw context.
     *
     * @return true if this cube intersects the frustum, otherwise false.
     */
    protected boolean intersectsFrustum(DrawContext dc, OrderedCube orderedCube)
    {
        if (dc.isPickingMode())
            return dc.getPickFrustums().intersectsAny(orderedCube.extent);

        return dc.getView().getFrustumInModelCoordinates().intersects(orderedCube.extent);
    }

    /**
     * Compute per-frame attributes, and add the ordered renderable to the ordered renderable list.
     *
     * @param dc Current draw context.
     */
    protected OrderedCube makeOrderedRenderable(DrawContext dc)
    {
        // This method is called twice each frame: once during picking and once during rendering. We only need to
        // compute the placePoint, eye distance and extent once per frame, so check the frame timestamp to see if
        // this is a new frame. However, we can't use this optimization for 2D continuous globes because the
        // Cartesian coordinates of the cube are different for each 2D globe drawn during the current frame.

        if (dc.getFrameTimeStamp() != this.frameTimestamp || dc.isContinuous2DGlobe())
        {
            OrderedCube orderedCube = new OrderedCube();

            // Convert the cube's geographic position to a position in Cartesian coordinates. If drawing to a 2D
            // globe ignore the shape's altitude.
            if (dc.is2DGlobe())
            {
                orderedCube.placePoint = dc.getGlobe().computePointFromPosition(this.position.getLatitude(),
                    this.position.getLongitude(), 0);
            }
            else
            {
                orderedCube.placePoint = dc.getGlobe().computePointFromPosition(this.position);
            }

            // Compute the distance from the eye to the cube's position.
            orderedCube.eyeDistance = dc.getView().getEyePoint().distanceTo3(orderedCube.placePoint);

            // Compute a sphere that encloses the cube. We'll use this sphere for intersection calculations to determine
            // if the cube is actually visible.
            orderedCube.extent = new Sphere(orderedCube.placePoint, Math.sqrt(3.0) * this.size / 2.0);

            // Keep track of the timestamp we used to compute the ordered renderable.
            this.frameTimestamp = dc.getFrameTimeStamp();
            this.currentFramesOrderedCube = orderedCube;

            return orderedCube;
        }
        else
        {
            return this.currentFramesOrderedCube;
        }
    }

    /**
     * Set up drawing state, and draw the cube. This method is called when the cube is rendered in ordered rendering
     * mode.
     *
     * @param dc Current draw context.
     */
    protected void drawOrderedRenderable(DrawContext dc, PickSupport pickCandidates)
    {
        this.beginDrawing(dc);
        try
        {
            GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
            if (dc.isPickingMode())
            {
                Color pickColor = dc.getUniquePickColor();
                pickCandidates.addPickableObject(pickColor.getRGB(), this, this.position);
                gl.glColor3ub((byte) pickColor.getRed(), (byte) pickColor.getGreen(), (byte) pickColor.getBlue());
            }

            // Render a unit cube and apply a scaling factor to scale the cube to the appropriate size.
            gl.glScaled(this.size, this.size, this.size);
            this.drawUnitCube(dc);
        }
        finally
        {
            this.endDrawing(dc);
        }
    }

    /**
     * Setup drawing state in preparation for drawing the cube. State changed by this method must be restored in
     * endDrawing.
     *
     * @param dc Active draw context.
     */
    protected void beginDrawing(DrawContext dc)
    {
        GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.

        int attrMask = GL2.GL_CURRENT_BIT | GL2.GL_COLOR_BUFFER_BIT;

        gl.glPushAttrib(attrMask);

        if (!dc.isPickingMode())
        {
            dc.beginStandardLighting();
            gl.glEnable(GL.GL_BLEND);
            OGLUtil.applyBlending(gl, false);

            // Were applying a scale transform on the modelview matrix, so the normal vectors must be re-normalized
            // before lighting is computed.
            gl.glEnable(GL2.GL_NORMALIZE);
        }

        // Multiply the modelview matrix by a surface orientation matrix to set up a local coordinate system with the
        // origin at the cube's center position, the Y axis pointing North, the X axis pointing East, and the Z axis
        // normal to the globe.
        gl.glMatrixMode(GL2.GL_MODELVIEW);

        Matrix matrix = dc.getGlobe().computeSurfaceOrientationAtPosition(this.position);
        matrix = dc.getView().getModelviewMatrix().multiply(matrix);

        double[] matrixArray = new double[16];
        matrix.toArray(matrixArray, 0, false);
        gl.glLoadMatrixd(matrixArray, 0);
    }

    /**
     * Restore drawing state changed in beginDrawing to the default.
     *
     * @param dc Active draw context.
     */
    protected void endDrawing(DrawContext dc)
    {
        GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.

        if (!dc.isPickingMode())
            dc.endStandardLighting();

        gl.glPopAttrib();
    }

    /**
     * Draw a unit cube, using the active modelview matrix to orient the shape.
     *
     * @param dc Current draw context.
     */
    protected void drawUnitCube(DrawContext dc)
    {
        // Vertices of a unit cube, centered on the origin.
        float[][] v = {{-0.5f, 0.5f, -0.5f}, {-0.5f, 0.5f, 0.5f}, {0.5f, 0.5f, 0.5f}, {0.5f, 0.5f, -0.5f},
            {-0.5f, -0.5f, 0.5f}, {0.5f, -0.5f, 0.5f}, {0.5f, -0.5f, -0.5f}, {-0.5f, -0.5f, -0.5f}};

        // Array to group vertices into faces
        int[][] faces = {{0, 1, 2, 3}, {2, 5, 6, 3}, {1, 4, 5, 2}, {0, 7, 4, 1}, {0, 7, 6, 3}, {4, 7, 6, 5}};

        // Normal vectors for each face
        float[][] n = {{0, 1, 0}, {1, 0, 0}, {0, 0, 1}, {-1, 0, 0}, {0, 0, -1}, {0, -1, 0}};

        // Note: draw the cube in OpenGL immediate mode for simplicity. Real applications should use vertex arrays
        // or vertex buffer objects to achieve better performance.
        GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.
        gl.glBegin(GL2.GL_QUADS);
        try
        {
            for (int i = 0; i < faces.length; i++)
            {
                gl.glNormal3f(n[i][0], n[i][1], n[i][2]);

                for (int j = 0; j < faces[0].length; j++)
                {
                    gl.glVertex3f(v[faces[i][j]][0], v[faces[i][j]][1], v[faces[i][j]][2]);
                }
            }
        }
        finally
        {
            gl.glEnd();
        }
    }

    protected static class AppFrame extends ApplicationTemplate.AppFrame
    {
        public AppFrame()
        {
            super(true, true, false);

            RenderableLayer layer = new RenderableLayer();
            Cube cube = new Cube(Position.fromDegrees(35.0, -120.0, 3000), 100000);
            layer.addRenderable(cube);

            getWwd().getModel().getLayers().add(layer);
        }
    }

    public static void main(String[] args)
    {
        Configuration.setValue(AVKey.INITIAL_LATITUDE, 35.0);
        Configuration.setValue(AVKey.INITIAL_LONGITUDE, -120.0);
        Configuration.setValue(AVKey.INITIAL_ALTITUDE, 2550000);
        Configuration.setValue(AVKey.INITIAL_PITCH, 45);
        Configuration.setValue(AVKey.INITIAL_HEADING, 45);

        ApplicationTemplate.start("World Wind Custom Renderable Tutorial", AppFrame.class);
    }
}

3 个答案:

答案 0 :(得分:1)

我已经使用Cube中包含的教程worldwind.jar类和绘制了更大的多维数据集的Cube类重现了该问题。

我已经跟踪了大气消失的点是当GLCanvas的隐藏缓冲区在WorldWind渲染代码中交换时,所以问题是由于某种原因,大气和星星图层没有被绘制使用您的代码在拾取模式下渲染时隐藏的缓冲区。

然后我发现包含Cylinders作为gov.nasa.worldwindx.examples.Cylinders.class的示例在地球上绘制了可拾取的3D形状(圆柱体)并且没有出现这个问题(还有其他 - Boxes例如非常接近本教程)。

我认为问题在于本教程示例中OrderedRenderable的实现 - 在Cylinders示例中,实际的Cylinder类扩展了RigidShape,后者又扩展了AbstractShape,是实际实现OrderedRenderable的类。这绝对是一个错误。也许您可以使用Boxes示例来获得所需的功能。

答案 1 :(得分:1)

我最终在worldwind论坛上得到答案:http://forum.worldwindcentral.com/showthread.php?46115-Worldwind-Custom-Renderable-Picking-Issue&p=125173

在开始绘图方法中添加gl推送矩阵调用:

protected void beginDrawing(DrawContext dc)
    {
        GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.

        int attrMask = GL2.GL_CURRENT_BIT | GL2.GL_COLOR_BUFFER_BIT;

        gl.glPushAttrib(attrMask);

        if (!dc.isPickingMode())
        {
            dc.beginStandardLighting();
            gl.glEnable(GL.GL_BLEND);
            OGLUtil.applyBlending(gl, false);

            // Were applying a scale transform on the modelview matrix, so the normal vectors must be re-normalized
            // before lighting is computed.
            gl.glEnable(GL2.GL_NORMALIZE);
        }

        // Multiply the modelview matrix by a surface orientation matrix to set up a local coordinate system with the
        // origin at the cube's center position, the Y axis pointing North, the X axis pointing East, and the Z axis
        // normal to the globe.
        gl.glPushMatrix();
        gl.glMatrixMode(GL2.GL_MODELVIEW);

        Matrix matrix = dc.getGlobe().computeSurfaceOrientationAtPosition(this.position);
        matrix = dc.getView().getModelviewMatrix().multiply(matrix);

        double[] matrixArray = new double[16];
        matrix.toArray(matrixArray, 0, false);
        gl.glLoadMatrixd(matrixArray, 0);
    }

另外,在结尾图中添加一个gl pop矩阵调用:

protected void endDrawing(DrawContext dc)
    {
        GL2 gl = dc.getGL().getGL2(); // GL initialization checks for GL2 compatibility.

        if (!dc.isPickingMode())
            dc.endStandardLighting();
        gl.glPopMatrix();
        gl.glPopAttrib();
    }

答案 2 :(得分:0)

移动

if (!dc.isPickingMode())
   dc.endStandardLighting();

来自

protected void endDrawing(DrawContext dc)

gl.glLoadMatrixd(matrixArray, 0);

in

protected void beginDrawing(DrawContext dc)