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ArcGIS JSAPI 高级教程 - ArcGIS Maps SDK for JavaScript - 高斯模糊效果_arcgis jsapi shader

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ArcGIS JSAPI 高级教程 - ArcGIS Maps SDK for JavaScript - 高斯模糊效果

ArcGIS Maps SDK for JavaScript 从 4.29 开始增加 RenderNode 类,可以添加数据以及操作 FBO(ManagedFBO)

通过操作 FBO,可以通过后处理实现很多效果,官方提供了几个示例,感兴趣可以看看

本文介绍一下通过 FBO,实现高斯模糊效果。

本文包括核心代码、完整代码以及在线示例


核心代码

现在各种算法已经非常成熟,本文通过高斯模糊实现效果,具体详见注释。


// The fragment shader program applying a greyscsale conversion
const fshader = `#version 300 es
    // 定义精度
    precision highp float;

    // 输出颜色
    out lowp vec4 fragColor;


    // 输入纹理坐标
    in vec2 uv;

    // 纹理采样器
    uniform sampler2D colorTex;
    void main() {
        // 定义一个常量偏移量
        const float offset = 1.0 / 300.0;

        // 定义一个包含9个偏移量的数组,用于采样纹理的9个不同位置
        vec2 offsets[9] = vec2[](
            vec2(-offset,  offset), // 左上
            vec2( 0.0f,    offset), // 正上
            vec2( offset,  offset), // 右上
            vec2(-offset,  0.0f),   // 左
            vec2( 0.0f,    0.0f),   // 中
            vec2( offset,  0.0f),   // 右
            vec2(-offset, -offset), // 左下
            vec2( 0.0f,   -offset), // 正下
            vec2( offset, -offset)  // 右下
        );

        // 定义一个包含9个权重的数组,用于加权采样结果
        float kernel[9] = float[](
            1.0 / 16.0, 2.0 / 16.0, 1.0 / 16.0,
            2.0 / 16.0, 4.0 / 16.0, 2.0 / 16.0,
            1.0 / 16.0, 2.0 / 16.0, 1.0 / 16.0
        );

        // 定义一个数组来存储9个采样结果
        vec3 sampleTex[9];

        // 循环遍历每个偏移量,采样纹理并存储结果
        for(int i = 0; i < 9; i++)
        {
            sampleTex[i] = vec3(texture(colorTex, uv + offsets[i]));
        }

        // 初始化颜色
        vec3 col = vec3(0.0);

        // 循环遍历每个权重,将采样结果与对应的权重相乘并累加到最终颜色中
        for(int i = 0; i < 9; i++){
            col += sampleTex[i] * kernel[i];
        }

        // 将最终颜色转换为纹理输出
        fragColor = vec4(col, 1.0);
     }

`;

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完整代码



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

    <link rel="stylesheet" href="./4.29/esri/themes/light/main.css"/>
    <script src="./4.29/init.js"></script>

    <script type="module" src="https://js.arcgis.com/calcite-components/2.5.1/calcite.esm.js"></script>
    <link rel="stylesheet" type="text/css" href="https://js.arcgis.com/calcite-components/2.5.1/calcite.css"/>

    <style>
        html,
        body,
        #viewDiv {
            padding: 0;
            margin: 0;
            height: 100%;
            width: 100%;
        }
    </style>
    <script>
        require(["esri/Map", "esri/views/SceneView", "esri/views/3d/webgl/RenderNode"], function (
            Map,
            SceneView,
            RenderNode,
        ) {
            const view = new SceneView({
                container: "viewDiv",
                map: new Map({basemap: "satellite"})
            });


            // Create and compile WebGL shader objects
            function createShader(gl, src, type) {
                const shader = gl.createShader(type);
                gl.shaderSource(shader, src);
                gl.compileShader(shader);
                return shader;
            }

            // Create and link WebGL program object
            function createProgram(gl, vsSource, fsSource) {
                const program = gl.createProgram();
                if (!program) {
                    console.error("Failed to create program");
                }
                const vertexShader = createShader(gl, vsSource, gl.VERTEX_SHADER);
                const fragmentShader = createShader(gl, fsSource, gl.FRAGMENT_SHADER);
                gl.attachShader(program, vertexShader);
                gl.attachShader(program, fragmentShader);
                gl.linkProgram(program);
                const success = gl.getProgramParameter(program, gl.LINK_STATUS);
                if (!success) {
                    // covenience console output to help debugging shader code
                    console.error(`Failed to link program:
                      error ${gl.getError()},
                      info log: ${gl.getProgramInfoLog(program)},
                      vertex: ${gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)},
                      fragment: ${gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)}
                      vertex info log: ${gl.getShaderInfoLog(vertexShader)},
                      fragment info log: ${gl.getShaderInfoLog(fragmentShader)}`);
                }
                return program;
            }

            // Derive a new subclass from RenderNode called LuminanceRenderNode
            const LuminanceRenderNode = RenderNode.createSubclass({
                constructor: function () {
                    // consumes and produces define the location of the the render node in the render pipeline
                    this.consumes = {required: ["composite-color"]};
                    this.produces = "composite-color";
                },
                // Ensure resources are cleaned up when render node is removed
                destroy() {
                    if (this.program) {
                        this.gl?.deleteProgram(this.program);
                    }
                    if (this.positionBuffer) {
                        this.gl?.deleteBuffer(this.positionBuffer);
                    }
                    if (this.vao) {
                        this.gl?.deleteVertexArray(this.vao);
                    }
                },
                properties: {
                    // Define getter and setter for class member enabled
                    enabled: {
                        get: function () {
                            return this.produces != null;
                        },
                        set: function (value) {
                            // Setting produces to null disables the render node
                            this.produces = value ? "composite-color" : null;
                            this.requestRender();
                        }
                    }
                },

                render(inputs) {
                    // The field input contains all available framebuffer objects
                    // We need color texture from the composite render target
                    const input = inputs.find(({name}) => name === "composite-color");
                    const color = input.getTexture();

                    // Acquire the composite framebuffer object, and bind framebuffer as current target
                    const output = this.acquireOutputFramebuffer();

                    const gl = this.gl;

                    // Clear newly acquired framebuffer
                    gl.clearColor(0, 0, 0, 1);
                    gl.colorMask(true, true, true, true);
                    gl.clear(gl.COLOR_BUFFER_BIT);

                    // Prepare custom shaders and geometry for screenspace rendering
                    this.ensureShader(this.gl);
                    this.ensureScreenSpacePass(gl);

                    // Bind custom program
                    gl.useProgram(this.program);

                    // Use composite-color render target to be modified in the shader
                    gl.activeTexture(gl.TEXTURE0);
                    gl.bindTexture(gl.TEXTURE_2D, color.glName);
                    gl.uniform1i(this.textureUniformLocation, 0);

                    // Issue the render call for a screen space render pass
                    gl.bindVertexArray(this.vao);
                    gl.drawArrays(gl.TRIANGLES, 0, 3);

                    // use depth from input on output framebuffer
                    output.attachDepth(input.getAttachment(gl.DEPTH_STENCIL_ATTACHMENT));
                    return output;
                },

                program: null,
                textureUniformLocation: null,
                positionLocation: null,
                vao: null,
                positionBuffer: null,

                // Setup screen space filling triangle
                ensureScreenSpacePass(gl) {
                    if (this.vao) {
                        return;
                    }

                    this.vao = gl.createVertexArray();
                    gl.bindVertexArray(this.vao);
                    this.positionBuffer = gl.createBuffer();
                    gl.bindBuffer(gl.ARRAY_BUFFER, this.positionBuffer);
                    const vertices = new Float32Array([-1.0, -1.0, 3.0, -1.0, -1.0, 3.0]);
                    gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

                    gl.vertexAttribPointer(this.positionLocation, 2, gl.FLOAT, false, 0, 0);
                    gl.enableVertexAttribArray(this.positionLocation);

                    gl.bindVertexArray(null);
                },

                // Setup custom shader programs
                ensureShader(gl) {
                    if (this.program != null) {
                        return;
                    }
                    // The vertex shader program
                    // Sets position from 0..1 for fragment shader
                    // Forwards texture coordinates to fragment shader
                    const vshader = `#version 300 es

                    in vec2 position;
                    out vec2 uv;

                    void main() {
                        gl_Position = vec4(position, 0.0, 1.0);
                        uv = position * 0.5 + vec2(0.5);
                    }`;

                    // The fragment shader program applying a greyscsale conversion
                    const fshader = `#version 300 es
                        // 定义精度
                        precision highp float;

                        // 输出颜色
                        out lowp vec4 fragColor;


                        // 输入纹理坐标
                        in vec2 uv;

                        // 纹理采样器
                        uniform sampler2D colorTex;
                        void main() {
                            // 定义一个常量偏移量
                            const float offset = 1.0 / 300.0;

                            // 定义一个包含9个偏移量的数组,用于采样纹理的9个不同位置
                            vec2 offsets[9] = vec2[](
                                vec2(-offset,  offset), // 左上
                                vec2( 0.0f,    offset), // 正上
                                vec2( offset,  offset), // 右上
                                vec2(-offset,  0.0f),   // 左
                                vec2( 0.0f,    0.0f),   // 中
                                vec2( offset,  0.0f),   // 右
                                vec2(-offset, -offset), // 左下
                                vec2( 0.0f,   -offset), // 正下
                                vec2( offset, -offset)  // 右下
                            );

                            // 定义一个包含9个权重的数组,用于加权采样结果
                            float kernel[9] = float[](
                                1.0 / 16.0, 2.0 / 16.0, 1.0 / 16.0,
                                2.0 / 16.0, 4.0 / 16.0, 2.0 / 16.0,
                                1.0 / 16.0, 2.0 / 16.0, 1.0 / 16.0
                            );

                            // 定义一个数组来存储9个采样结果
                            vec3 sampleTex[9];

                            // 循环遍历每个偏移量,采样纹理并存储结果
                            for(int i = 0; i < 9; i++)
                            {
                                sampleTex[i] = vec3(texture(colorTex, uv + offsets[i]));
                            }

                            // 初始化颜色
                            vec3 col = vec3(0.0);

                            // 循环遍历每个权重,将采样结果与对应的权重相乘并累加到最终颜色中
                            for(int i = 0; i < 9; i++){
                                col += sampleTex[i] * kernel[i];
                            }

                            // 将最终颜色转换为纹理输出
                            fragColor = vec4(col, 1.0);
                         }

                    `;

                    this.program = createProgram(gl, vshader, fshader);
                    this.textureUniformLocation = gl.getUniformLocation(this.program, "colorTex");
                    this.positionLocation = gl.getAttribLocation(this.program, "position");
                }
            });

            // Initializes the new custom render node and connects to SceneView
            const luminanceRenderNode = new LuminanceRenderNode({view});

            // Toggle button to enable/disable the custom render node
            const renderNodeToggle = document.getElementById("renderNodeToggle");
            renderNodeToggle.addEventListener("calciteSwitchChange", () => {
                luminanceRenderNode.enabled = !luminanceRenderNode.enabled;
            });

            view.ui.add("renderNodeUI", "top-right");
        });
    </script>
</head>
<body>
<calcite-block open heading="Toggle Render Node" id="renderNodeUI">
    <calcite-label layout="inline">
        Color
        <calcite-switch id="renderNodeToggle" checked></calcite-switch>
        Grayscale
    </calcite-label>
</calcite-block>
<div id="viewDiv"></div>
</body>
</html>

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在这里插入图片描述


在线示例

ArcGIS Maps SDK for JavaScript 在线示例:高斯模糊效果

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