ArcGIS JSAPI 学习教程 - ArcGIS Maps SDK for JavaScript - custom-render-node 逐帧刷新速度问题

custom-render-node 逐帧刷新速度问题

ArcGIS JSAPI 最新版(4.29)更新了 RenderNode 类,取代了之前 externalrender 类。

而 RenderNode 使用更为灵活,功能也更加强大,详情可见官方示例:改变颜色

在使用 RenderNode 过程中,遇到一个奇怪的问题,实现动画效果时,鼠标移入、悬浮移动时会加速,移出则减速

经过调试终于解决问题,这里记录一下。

本文包含问题原因、解决问题和在线示例三部分。


问题原因

为了重现这个问题,笔者修改了官方示例代码,在 RenderNode render 函数中,调试 time 变量;

示例中手动增加 time 的值,改变风车的叶片的角度,从而实现动画。(原示例利用时间的变化来实现

render() 每帧都会触发,而鼠标移入、悬浮移动的时候也会触发 render() ,因此就触发了多次,导致 time 的值会以倍数增加

从而使动画更快。鼠标移出,速度恢复,看起来像是降低速度。


// render 渲染,鼠标移动会触发多次
render(inputs) {
  
  this.resetWebGLState();
  
  const output = this.bindRenderTarget();

  const gl = this.gl;
  
  this.time = this.time || 1710923219.633;;
  
  this.time += 10;

  const time = this.time/1000;


  // Draw all the blades (one draw call per set of blades)
  this.bindWindmillBlades();
  for (let i = 0; i < this.numStations; ++i) {
    // Current rotation of the blade (varies with time, random offset)
    const bladeRotation = (time / 60) * this.windmillInstanceRPM[i] + i;

    glMatrix.mat4.rotateY(this.tempMatrix4, this.tempMatrix4, bladeRotation);
  }

  // Draw continuously
  this.requestRender();

  // return output fbo (= input fbo)
  return output;
}

解决问题

解决问题也比较容易,这里提供两种途径:

  1. 使用时间(Date)的变化来实现动画。
const time = Date.now() / 1000.0;
  1. 在 render() 外部使用修改参数的数值。
let time_ = 1710923219.633;
function addTime(){
  time_ += 15;
  requestAnimationFrame(addTime);
}
addTime();

完整代码


<html lang="en">
  <head>
    <meta charset="utf-8" />
    <meta name="viewport" content="initial-scale=1,maximum-scale=1,user-scalable=no" />
    <title>Custom RenderNode - Animated Windmills | Sample | ArcGIS Maps SDK for JavaScript 4.29</title>

    <link rel="stylesheet" href="https://js.arcgis.com/4.29/esri/themes/light/main.css" />
    <script src="https://js.arcgis.com/4.29/"></script>

    <style>
      html,
      body,
      #viewDiv {
        padding: 0;
        margin: 0;
        height: 100%;
        width: 100%;
      }
    </style>

    <!-- A simple windmill model -->
    <script src="https://developers.arcgis.com/javascript/latest/sample-code/custom-render-node-windmills/live/windmill.js"></script>

    <!-- A simple fragment shader -->
    <script id="shader-fs" type="x-shader/x-fragment">
      precision mediump float;
      varying vec3 vLightColor;
      void main(void) {
        gl_FragColor = vec4(vLightColor, 1.0);
      }
    </script>

    <!-- A simple vertex shader -->
    <script id="shader-vs" type="x-shader/x-vertex">
      attribute vec3 aVertexPosition;
      attribute vec3 aVertexNormal;
      uniform mat4 uModelViewMatrix;
      uniform mat4 uProjectionMatrix;
      uniform mat3 uNormalMatrix;
      uniform vec3 uAmbientColor;
      uniform vec3 uLightingDirection;
      uniform vec3 uDirectionalColor;
      varying vec3 vLightColor;
      void main(void) {
        gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(aVertexPosition, 1.0);
        vec3 transformedNormal = normalize(uNormalMatrix * aVertexNormal);

        float directionalLightWeighting = max(dot(transformedNormal, uLightingDirection), 0.0);
        vLightColor = uAmbientColor + uDirectionalColor * directionalLightWeighting;
      }
    </script>

    <!-- Our application -->
    <script>
      require([
        "esri/core/Accessor",
        "esri/Map",
        "esri/views/SceneView",
        "esri/views/3d/webgl/RenderNode",
        "esri/views/3d/webgl",
        "esri/geometry/Extent",
        "esri/rest/query",
        "esri/rest/support/Query",
        "esri/widgets/Home",
        "https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.2/gl-matrix-min.js",
        "esri/core/promiseUtils"
      ], (Accessor, Map, SceneView, RenderNode, webgl, Extent, query, Query, Home, glMatrix, promiseUtils) => {
        /*********************
         * Settings
         *********************/

        // The clipping extent for the scene (in WGS84)
        const mapExtent = new Extent({
          xmax: -130,
          xmin: -100,
          ymax: 40,
          ymin: 20,
          spatialReference: {
            wkid: 4326
          }
        });

        // Request weather station data in this SR
        const inputSR = {
          wkid: 3857
        };

        // Maximum number of windmills
        const maxWindmills = 100;

        // Size of the windmills.
        // The raw model has a height of ~10.0 units.
        const windmillHeight = 10;
        const windmillBladeSize = 4;

        /*********************
         * Create a map
         *********************/
        const map = new Map({
          basemap: "hybrid",
          ground: "world-elevation"
        });

        /*********************
         * Create a scene view
         *********************/
        const view = new SceneView({
          container: "viewDiv",
          map: map,
          viewingMode: "global",
          clippingArea: mapExtent,
          extent: mapExtent,
          camera: {
            position: {
              x: -12977859.07,
              y: 4016696.94,
              z: 348.61,
              spatialReference: { wkid: 102100 }
            },
            heading: 316,
            tilt: 85
          }
        });

        const homeBtn = new Home({
          view: view
        });

        // Add the home button to the top left corner of the view
        view.ui.add(homeBtn, "top-left");

        /*******************************************************
         * Query the wind direction (live data)
         ******************************************************/
        const getWindDirection = () => {
          const layerURL =
            "https://services.arcgis.com/V6ZHFr6zdgNZuVG0/arcgis/rest/services/weather_stations_010417/FeatureServer/0/query";

          const queryObject = new Query();
          queryObject.returnGeometry = true;
          queryObject.outFields = ["WIND_DIRECT", "WIND_SPEED"];
          queryObject.where = "STATION_NAME = 'Palm Springs'";

          return query.executeQueryJSON(layerURL, queryObject).then((results) => {
            return {
              direction: results.features[0].getAttribute("WIND_DIRECT") || 0,
              speed: results.features[0].getAttribute("WIND_SPEED") || 0
            };
          });
        }

        /*******************************************************
         * Query some weather stations within the visible extent
         ******************************************************/
        const getWeatherStations = () => {
          const layerURL =
            "https://services.arcgis.com/V6ZHFr6zdgNZuVG0/arcgis/rest/services/palm_springs_wind_turbines/FeatureServer/0";

          const queryObject = new Query();
          queryObject.returnGeometry = true;
          queryObject.outFields = ["tower_h", "blade_l", "POINT_Z"];
          queryObject.where = "tower_h > 0";
          queryObject.outSpatialReference = inputSR;

          return query.executeQueryJSON(layerURL, queryObject).then((results) => {
            return results.features;
          });
        }

        /***********************************************
         * Install our render node once we have the data
         **********************************************/
        promiseUtils
          .eachAlways([getWindDirection(), getWeatherStations(), view.when()])
          .then((results) => {
            const wind = results[0].value;
            const stations = results[1].value;
            new WindmillRenderNode({view, wind, stations});
          })
          .catch((error) => {
            console.log(error);
          });


            let time_ = 1710923219.633;

            function addTime(){
              time_ += 15;
              requestAnimationFrame(addTime);
            }
            
            addTime();
            

        /********************************
         * Create an external render node
         *******************************/
         const WindmillRenderNode = RenderNode.createSubclass({
          // Input data
          wind: null,
          stations: null,
          view: null,

          // Number of stations to render
          numStations: null,

          // Local origin
          localOrigin: null,
          localOriginRender: null,

          // Vertex and index buffers
          vboBasePositions: null,
          vboBaseNormals: null,
          iboBase: null,
          vboBladesPositions: null,
          vboBladesNormals: null,
          iboBlades: null,

          // Vertex and index data
          windmillBasePositions: null,
          windmillBaseNormals: null,
          windmillBaseIndices: null,

          // Shader
          program: null,

          // Shader attribute and uniform locations
          programAttribVertexPosition: null,
          programAttribVertexNormal: null,
          programUniformProjectionMatrix: null,
          programUniformModelViewMatrix: null,
          programUniformNormalMatrix: null,
          programUniformAmbientColor: null,
          programUniformLightingDirection: null,
          programUniformDirectionalColor: null,

          // Per-instance data
          windmillInstanceWindSpeed: null,
          windmillInstanceRPM: null,
          windmillInstanceWindDirection: null,
          windmillInstanceTowerScale: null,
          windmillInstanceBladeScale: null,
          windmillInstanceBladeOffset: null,
          windmillInstanceInputToRender: null,

          // Temporary matrices and vectors,
          // used to avoid allocating objects in each frame.
          tempMatrix4: new Array(16),
          tempMatrix3: new Array(9),
          tempVec3: new Array(3),

          /**
           * Set up render node
           */
          initialize() {
            this.consumes.required.push("opaque-color");
            this.produces = "opaque-color";
            this.initShaders();
            this.initData(this.wind, this.stations);
          },

          /**
           * Called each time the scene is rendered.
           * This is part of the RenderNode interface.
           */
          // render 渲染,鼠标移动会触发多次
          render(inputs) {
            
            this.resetWebGLState();
            
            const output = this.bindRenderTarget();

            const gl = this.gl;
            
            this.time = this.time || 1710923219.633;;
            
            this.time += 10;

            const time = this.time/1000;

            // Set some global WebGL state
            gl.enable(gl.DEPTH_TEST);
            gl.disable(gl.CULL_FACE);
            gl.disable(gl.BLEND);

            // Enable our shader
            gl.useProgram(this.program);
            this.setCommonUniforms();

            // Draw all the bases (one draw call)
            this.bindWindmillBase();
            glMatrix.mat4.identity(this.tempMatrix4);

            // Apply local origin by translation the view matrix by the local origin, this will
            // put the view origin (0, 0, 0) at the local origin
            glMatrix.mat4.translate(this.tempMatrix4, this.tempMatrix4, this.localOriginRender);
            glMatrix.mat4.multiply(this.tempMatrix4, this.camera.viewMatrix, this.tempMatrix4);
            gl.uniformMatrix4fv(this.programUniformModelViewMatrix, false, this.tempMatrix4);

            // Normals are in world coordinates, normal transformation is therefore identity
            glMatrix.mat3.identity(this.tempMatrix3);
            gl.uniformMatrix3fv(this.programUniformNormalMatrix, false, this.tempMatrix3);

            gl.drawElements(gl.TRIANGLES, this.windmillBaseIndices.length, gl.UNSIGNED_SHORT, 0);

            // Draw all the blades (one draw call per set of blades)
            this.bindWindmillBlades();
            for (let i = 0; i < this.numStations; ++i) {
              // Current rotation of the blade (varies with time, random offset)
              const bladeRotation = (time / 60) * this.windmillInstanceRPM[i] + i;

              // Blade transformation:
              // 1. Scale (according to blade size)
              // 2. Rotate around Y axis (according to wind speed, varies with time)
              // 3. Rotate around Z axis (according to wind direction)
              // 4. Translate along Z axis (to where the blades are attached to the base)
              // 5. Transform to render coordinates
              // 6. Transform to view coordinates
              glMatrix.mat4.identity(this.tempMatrix4);
              glMatrix.mat4.translate(this.tempMatrix4, this.tempMatrix4, this.windmillInstanceBladeOffset[i]);
              glMatrix.mat4.rotateZ(this.tempMatrix4, this.tempMatrix4, this.windmillInstanceWindDirection[i]);
              glMatrix.mat4.rotateY(this.tempMatrix4, this.tempMatrix4, bladeRotation);
              glMatrix.mat4.scale(this.tempMatrix4, this.tempMatrix4, this.windmillInstanceBladeScale[i]);
              glMatrix.mat4.multiply(this.tempMatrix4, this.windmillInstanceInputToRender[i], this.tempMatrix4);
              glMatrix.mat3.normalFromMat4(this.tempMatrix3, this.tempMatrix4);
              glMatrix.mat4.multiply(this.tempMatrix4, this.camera.viewMatrix, this.tempMatrix4);
              gl.uniformMatrix4fv(this.programUniformModelViewMatrix, false, this.tempMatrix4);
              gl.uniformMatrix3fv(this.programUniformNormalMatrix, false, this.tempMatrix3);
              gl.drawElements(gl.TRIANGLES, windmill_blades_indices.length, gl.UNSIGNED_SHORT, 0);
            }

            // Draw continuously
            this.requestRender();

            // return output fbo (= input fbo)
            return output;
          },

          /**
           * Loads a shader from a <script> html tag
           */
          getShader(gl, id) {
            const shaderScript = document.getElementById(id);
            if (!shaderScript) {
              return null;
            }

            let str = "";
            let k = shaderScript.firstChild;
            while (k) {
              if (k.nodeType == 3) {
                str += k.textContent;
              }
              k = k.nextSibling;
            }

            let shader;
            if (shaderScript.type == "x-shader/x-fragment") {
              shader = gl.createShader(gl.FRAGMENT_SHADER);
            } else if (shaderScript.type == "x-shader/x-vertex") {
              shader = gl.createShader(gl.VERTEX_SHADER);
            } else {
              return null;
            }

            gl.shaderSource(shader, str);
            gl.compileShader(shader);
            if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
              alert(gl.getShaderInfoLog(shader));
              return null;
            }

            return shader;
          },

          /**
           * Links vertex and fragment shaders into a GLSL program
           */
          linkProgram(gl, fragmentShader, vertexShader) {
            const shaderProgram = gl.createProgram();

            gl.attachShader(shaderProgram, vertexShader);
            gl.attachShader(shaderProgram, fragmentShader);
            gl.linkProgram(shaderProgram);

            if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
              return null;
            }

            return shaderProgram;
          },

          /**
           * Initializes all shaders requried by the application
           */
          initShaders() {
            const gl = this.gl;

            const fragmentShader = this.getShader(gl, "shader-fs");
            const vertexShader = this.getShader(gl, "shader-vs");
            this.program = this.linkProgram(gl, fragmentShader, vertexShader);
            if (!this.program) {
              alert("Could not initialize shaders");
            }

            gl.useProgram(this.program);

            // Program attributes
            this.programAttribVertexPosition = gl.getAttribLocation(this.program, "aVertexPosition");
            this.programAttribVertexNormal = gl.getAttribLocation(this.program, "aVertexNormal");

            // Program uniforms
            this.programUniformProjectionMatrix = gl.getUniformLocation(this.program, "uProjectionMatrix");
            this.programUniformModelViewMatrix = gl.getUniformLocation(this.program, "uModelViewMatrix");
            this.programUniformNormalMatrix = gl.getUniformLocation(this.program, "uNormalMatrix");
            this.programUniformAmbientColor = gl.getUniformLocation(this.program, "uAmbientColor");
            this.programUniformLightingDirection = gl.getUniformLocation(this.program, "uLightingDirection");
            this.programUniformDirectionalColor = gl.getUniformLocation(this.program, "uDirectionalColor");
          },

          /**
           * Creates a vertex buffer from the given data.
           */
          createVertexBuffer(gl, data) {
            const buffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, buffer);

            // We have filled vertex buffers in 64bit precision,
            // convert to a format compatible with WebGL
            const float32Data = new Float32Array(data);

            gl.bufferData(gl.ARRAY_BUFFER, float32Data, gl.STATIC_DRAW);
            return buffer;
          },

          /**
           * Creates an index buffer from the given data.
           */
          createIndexBuffer(gl, data) {
            const buffer = gl.createBuffer();
            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer);
            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, data, gl.STATIC_DRAW);
            return buffer;
          },

          /**
           * Rotations per second of our turbine for a given wind speed (in km/h).
           *
           * This is not an exact physical formula, but rather a rough guess used
           * to show qualitative differences between wind speeds.
           */
          getRPM(windSpeed, bladeLength) {
            const tipSpeedRatio = 600.0;
            return (60 * ((windSpeed * 1000) / 3600) * tipSpeedRatio) / (Math.PI * 2 * bladeLength);
          },

          /**
           * Initializes all windmill data
           *
           * General overview:
           * - We create a single vertex buffer with all the vertices of all windmill bases.
           *   This way we can render all the bases in a single draw call.
           * - Storing the vertices directly in render coordinates would introduce precision issues.
           *   We store them in the coordinate system of a local origin of our choice instead.
           * - We create a vertex buffer with the vertices of one set of windmill blades.
           *   Since the blades are animated, we render each set of blades with a different,
           *   time-dependent transformation.
           */
          initData(wind, stations) {
            const gl = this.gl;
            this.numStations = Math.min(stations.length, maxWindmills);

            // Choose a local origin.
            // In our case, we simply use the map center.
            // For global scenes, you'll need multiple local origins.
            const localOriginSR = mapExtent.center.spatialReference;
            this.localOrigin = [mapExtent.center.x, mapExtent.center.y, 0];

            // Calculate local origin in render coordinates with 32bit precision
            this.localOriginRender = webgl.toRenderCoordinates(
              view,
              this.localOrigin,
              0,
              localOriginSR,
              new Float32Array(3),
              0,
              1
            );

            // Extract station data into flat arrays.
            this.windmillInstanceWindSpeed = new Float32Array(this.numStations);
            this.windmillInstanceRPM = new Float32Array(this.numStations);
            this.windmillInstanceWindDirection = new Float32Array(this.numStations);
            this.windmillInstanceTowerScale = new Float32Array(this.numStations);
            this.windmillInstanceBladeScale = new Array(this.numStations);
            this.windmillInstanceBladeOffset = new Array(this.numStations);
            this.windmillInstanceInputToRender = new Array(this.numStations);

            for (let i = 0; i < this.numStations; ++i) {
              const station = stations[i];
              const bladeLength = station.getAttribute("blade_l");
              const towerHeight = station.getAttribute("tower_h");

              // Speed and direction.
              this.windmillInstanceWindSpeed[i] = wind.speed;
              this.windmillInstanceRPM[i] = this.getRPM(wind.speed, bladeLength);
              this.windmillInstanceWindDirection[i] = (wind.direction / 180) * Math.PI;

              // Offset and scale
              const towerScale = towerHeight / windmillHeight;
              this.windmillInstanceTowerScale[i] = towerScale;
              const bladeScale = bladeLength / windmillBladeSize;
              this.windmillInstanceBladeScale[i] = [bladeScale, bladeScale, bladeScale];
              this.windmillInstanceBladeOffset[i] = glMatrix.vec3.create();
              glMatrix.vec3.scale(this.windmillInstanceBladeOffset[i], windmill_blades_offset, towerScale);

              // Transformation from input to render coordinates.
              const inputSR = station.geometry.spatialReference;
              const point = [
                station.geometry.x,
                station.geometry.y,
                station.getAttribute("POINT_Z") || station.geometry.z
              ];
              const inputToRender = webgl.renderCoordinateTransformAt(
                view,
                point,
                inputSR,
                new Float64Array(16)
              );
              this.windmillInstanceInputToRender[i] = inputToRender;
            }

            // Transform all vertices of the windmill base into the coordinate system of
            // the local origin, and merge them into a single vertex buffer.
            this.windmillBasePositions = new Float64Array(this.numStations * windmill_base_positions.length);
            this.windmillBaseNormals = new Float64Array(this.numStations * windmill_base_normals.length);
            this.windmillBaseIndices = new Uint16Array(this.numStations * windmill_base_indices.length);

            for (let i = 0; i < this.numStations; ++i) {
              // Transformation of positions from local to render coordinates
              const positionMatrix = new Float64Array(16);
              glMatrix.mat4.identity(positionMatrix);
              glMatrix.mat4.rotateZ(positionMatrix, positionMatrix, this.windmillInstanceWindDirection[i]);
              glMatrix.mat4.multiply(positionMatrix, this.windmillInstanceInputToRender[i], positionMatrix);

              // Transformation of normals from local to render coordinates
              const normalMatrix = new Float64Array(9);
              glMatrix.mat3.normalFromMat4(normalMatrix, positionMatrix);

              // Append vertex and index data
              const numCoordinates = windmill_base_positions.length;
              const numVertices = numCoordinates / 3;
              for (let j = 0; j < numCoordinates; ++j) {
                this.windmillBasePositions[i * numCoordinates + j] =
                  windmill_base_positions[j] * this.windmillInstanceTowerScale[i];
                this.windmillBaseNormals[i * numCoordinates + j] = windmill_base_normals[j];
              }

              // Transform vertices into render coordinates
              glMatrix.vec3.forEach(
                this.windmillBasePositions,
                0,
                i * numCoordinates,
                numVertices,
                glMatrix.vec3.transformMat4,
                positionMatrix
              );

              // Subtract local origin coordinates
              glMatrix.vec3.forEach(
                this.windmillBasePositions,
                0,
                i * numCoordinates,
                numVertices,
                glMatrix.vec3.subtract,
                this.localOriginRender
              );

              // Transform normals into render coordinates
              glMatrix.vec3.forEach(
                this.windmillBaseNormals,
                0,
                i * numCoordinates,
                numVertices,
                glMatrix.vec3.transformMat3,
                normalMatrix
              );

              // Re-normalize normals
              glMatrix.vec3.forEach(
                this.windmillBaseNormals,
                0,
                i * numCoordinates,
                numVertices,
                glMatrix.vec3.normalize
              );

              // Append index data
              const numIndices = windmill_base_indices.length;
              for (let j = 0; j < numIndices; ++j) {
                this.windmillBaseIndices[i * numIndices + j] = windmill_base_indices[j] + i * numVertices;
              }
            }


            // Upload our data to WebGL
            this.vboBasePositions = this.createVertexBuffer(gl, this.windmillBasePositions);
            this.vboBaseNormals = this.createVertexBuffer(gl, this.windmillBaseNormals);
            this.vboBladesPositions = this.createVertexBuffer(gl, windmill_blades_positions);
            this.vboBladesNormals = this.createVertexBuffer(gl, windmill_blades_normals);
            this.iboBase = this.createIndexBuffer(gl, this.windmillBaseIndices);
            this.iboBlades = this.createIndexBuffer(gl, windmill_blades_indices);
          },

          /**
           * Activates vertex attributes for the drawing of the windmill base.
           */
          bindWindmillBase() {
            const gl = this.gl;

            gl.bindBuffer(gl.ARRAY_BUFFER, this.vboBasePositions);
            gl.enableVertexAttribArray(this.programAttribVertexPosition);
            gl.vertexAttribPointer(this.programAttribVertexPosition, 3, gl.FLOAT, false, 0, 0);

            gl.bindBuffer(gl.ARRAY_BUFFER, this.vboBaseNormals);
            gl.enableVertexAttribArray(this.programAttribVertexNormal);
            gl.vertexAttribPointer(this.programAttribVertexNormal, 3, gl.FLOAT, false, 0, 0);

            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.iboBase);
          },

          /**
           * Activates vertex attributes for the drawing of the windmill blades.
           */
          bindWindmillBlades() {
            const gl = this.gl;

            gl.bindBuffer(gl.ARRAY_BUFFER, this.vboBladesPositions);
            gl.enableVertexAttribArray(this.programAttribVertexPosition);
            gl.vertexAttribPointer(this.programAttribVertexPosition, 3, gl.FLOAT, false, 0, 0);

            gl.bindBuffer(gl.ARRAY_BUFFER, this.vboBladesNormals);
            gl.enableVertexAttribArray(this.programAttribVertexNormal);
            gl.vertexAttribPointer(this.programAttribVertexNormal, 3, gl.FLOAT, false, 0, 0);

            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.iboBlades);
          },

          /**
           * Returns a color vector from a {color, intensity} object.
           */
          getFlatColor(src, output) {
            output[0] = src.color[0] * src.intensity;
            output[1] = src.color[1] * src.intensity;
            output[2] = src.color[2] * src.intensity;
            return output;
          },

          /**
           * Sets common shader uniforms
           */
          setCommonUniforms() {
            const gl = this.gl;
            const camera = this.camera;

            gl.uniform3fv(
              this.programUniformDirectionalColor,
              this.getFlatColor(this.sunLight.diffuse, this.tempVec3)
            );
            gl.uniform3fv(this.programUniformAmbientColor, this.getFlatColor(this.sunLight.ambient, this.tempVec3));
            gl.uniform3fv(this.programUniformLightingDirection, this.sunLight.direction);

            gl.uniformMatrix4fv(this.programUniformProjectionMatrix, false, this.camera.projectionMatrix);
          }
        });
      });
    </script>
  </head>

  <body>
    <div id="viewDiv"></div>
  </body>
</html>

在这里插入图片描述

在线示例

渲染完成之后观察叶片速度,晃动鼠标观察叶片速度变快,停止晃动鼠标,叶片速度恢复。

JSAPI 在线示例:custom-render-node 逐帧刷新问题

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