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ArcGIS JSAPI 高级教程 - ArcGIS Maps SDK for JavaScript - 自定义范围后处理效果

ArcGIS JSAPI 高级教程 - ArcGIS Maps SDK for JavaScript - 自定义范围后处理效果

ArcGIS JSAPI 高级教程 - ArcGIS Maps SDK for JavaScript - 自定义范围后处理效果

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,实现自定义范围后处理效果(自定义三角形范围)。

本文包括核心代码、完整代码以及在线示例


核心代码

首先介绍一下原理:通过地图构建三角形数据,转为 WebGL 内部坐标,即世界坐标;

顶点着色器中,传递顶点数据;

片元着色器中,根据顶点数据以及三角形顶点数据,判断是否在三角形内,三角形内外显示不同颜色。


// The vertex shader program
// Sets position from 0..1 for fragment shader
// Forwards texture coordinates to fragment shader
const vshader = `#version 300 es

// 绘制顶点
in vec2 position;
// 传入片元着色器
out vec4 position_out;

// uv 取样
out vec2 uv;

void main() {

// 绘制顶点
gl_Position = vec4(position, 0.0, 1.0);
position_out = gl_Position;

// uv 调整中心
uv = position * 0.5 + vec2(0.5);
}`;

// The fragment shader program applying a greyscsale conversion
const fshader = `#version 300 es

precision mediump float;
out mediump vec4 fragColor;

// 相机矩阵
uniform mat4 u_viewMatrix;
uniform mat4 u_projectionMatrix;

// 三角形顶点
uniform vec3 u_triangle_out[3];

in vec2 uv;

// 当前片元位置
in vec4 position_out;

// 颜色纹理
uniform sampler2D colorTex;

// 判断是否在三角形中
bool isPointInTriangle(vec3 a, vec3 b, vec3 c, vec3 p) {

 float signOfTrig = (b.x - a.x)*(c.y - a.y) - (b.y - a.y)*(c.x - a.x);
 float signOfAB = (b.x - a.x)*(p.y - a.y) - (b.y - a.y)*(p.x - a.x);
 float signOfCA = (a.x - c.x)*(p.y - c.y) - (a.y - c.y)*(p.x - c.x);
 float signOfBC = (c.x - b.x)*(p.y - c.y) - (c.y - b.y)*(p.x - c.x);

 bool d1 = (signOfAB<=0.0&&signOfTrig<=0.0) || (signOfAB>=0.0&&signOfTrig>=0.0);
 bool d2 = (signOfCA<=0.0&&signOfTrig<=0.0) || (signOfCA>=0.0&&signOfTrig>=0.0);
 bool d3 = (signOfBC<=0.0&&signOfTrig<=0.0) || (signOfBC>=0.0&&signOfTrig>=0.0);

 return d1 && d2 && d3;
}

void main() {

 vec4 color = texture(colorTex, uv);

 // 调整亮度
 color = color * 1.7;

 vec4 triangle_out1 = vec4(u_triangle_out[0], 1.0);
 vec4 triangle_out2 = vec4(u_triangle_out[1], 1.0);
 vec4 triangle_out3 = vec4(u_triangle_out[2], 1.0);

 // 转换三角形顶点数据
 vec4 temp1 = u_projectionMatrix * u_viewMatrix * triangle_out1;
 triangle_out1 = vec4(temp1.xyz/temp1.w, 1.0);

 vec4 temp2 = u_projectionMatrix * u_viewMatrix * triangle_out2;
 triangle_out2 = vec4(temp2.xyz/temp2.w, 1.0);

 vec4 temp3 = u_projectionMatrix * u_viewMatrix * triangle_out3;
 triangle_out3 = vec4(temp3.xyz/temp3.w, 1.0);


 // 三个点都在地球背面,则不显示
 if (
 triangle_out1.z/triangle_out1.w < 0.99911
 || triangle_out2.z/triangle_out2.w < 0.99911
 || triangle_out3.z/triangle_out3.w < 0.99911
 )
 {
     // 三角形范围
     if (!isPointInTriangle(
     triangle_out1.xyz,
     triangle_out2.xyz,
     triangle_out3.xyz,
     position_out.xyz
     )){
         fragColor = color;
     } else {
         fragColor = vec4(vec3(dot(color.rgb, vec3(0.2126, 0.7152, 0.0722))), color.a);
     }
 } else {
     fragColor = color;
 }
}
`;

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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 - 自定义范围后处理 | 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 src="./renderCommon.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",
            "esri/Graphic", "esri/views/3d/webgl",
            "esri/geometry/SpatialReference",
            "esri/widgets/Home",
        ], function (
            Map,
            SceneView,
            RenderNode,
            Graphic,
            webgl,
            SpatialReference,
            Home
        ) {

            const {map, view} = initMap({Map, SceneView, Home});

            // Create a polygon geometry
            const polygon = {
                type: "polygon", // autocasts as new Polygon()
                hasZ: false,
                rings: [
                    [91.70200480682539, 40.50378397539653, 0],
                    [124.54786035613671, 48.316773528052515, 0],
                    [114.78476104211637, 24.59876952891829, 0],
                    [91.70200480682539, 40.50378397539653, 0]
                ]
            };

            // Add the geometry and symbol to a new graphic
            const polygonGraphic = new Graphic({
                geometry: polygon,
            });

            const points = polygonGraphic.geometry.rings[0].flat();

            let localOriginRender;

            view.when(() => {

                // Calculate local origin in render coordinates with 32bit precision
                // 经纬度坐标转为世界坐标
                localOriginRender = webgl.toRenderCoordinates(
                    view,
                    points,
                    0,
                    SpatialReference.WGS84,
                    new Float32Array(points.length - 3),
                    0,
                    (points.length - 3) / 3,
                );

                // 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() {
                        this.shaderProgram && this.gl?.deleteProgram(this.shaderProgram);
                        this.positionBuffer && this.gl?.deleteBuffer(this.positionBuffer);
                        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);
                        // gl.disable(gl.CULL_FACE); // 禁用面剔除

                        // Prepare custom shaders and geometry for screenspace rendering
                        // 初始化着色器
                        this.ensureShader(gl);
                        // 初始化屏幕数据
                        this.ensureScreenSpacePass(gl);

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

                        // Use composite-color render target to be modified in the shader
                        // 激活一号纹理
                        gl.activeTexture(gl.TEXTURE0);
                        // 绑定一号纹理
                        gl.bindTexture(gl.TEXTURE_2D, color.glName);
                        // 传入着色器
                        gl.uniform1i(this.textureUniformLocation, 0);

                        // 传入三角形顶点
                        gl.uniform3fv(this.textureUniformTriangleExtent,localOriginRender);

                        // 激活相机矩阵
                        activeMatrix(this);

                        // Issue the render call for a screen space render pass
                        gl.bindVertexArray(this.vao);

                        // 绘制
                        gl.drawArrays(gl.TRIANGLES, 0, 3);

                        // use depth from input on output framebuffer
                        // output.attachDepth(input.getAttachment(gl.DEPTH_STENCIL_ATTACHMENT));
                        this.requestRender();

                        return output;
                    },

                    // 着色器程序
                    shaderProgram: null,
                    // 纹理
                    textureUniformLocation: null,
                    // 顶点位置
                    positionLocation: null,
                    // 顶点数组
                    vao: null,
                    // 顶点缓冲区
                    positionBuffer: null,
                    // used to avoid allocating objects in each frame.

                    // 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.shaderProgram != 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

                    // 绘制顶点
                    in vec2 position;
                    // 传入片元着色器
                    out vec4 position_out;

                    // uv 取样
                    out vec2 uv;

                    void main() {

                        // 绘制顶点
                        gl_Position = vec4(position, 0.0, 1.0);
                        position_out = gl_Position;

                        // uv 调整中心
                        uv = position * 0.5 + vec2(0.5);
                    }`;

                        // The fragment shader program applying a greyscsale conversion
                        const fshader = `#version 300 es

                        precision mediump float;
                        out mediump vec4 fragColor;

                        // 相机矩阵
                        uniform mat4 u_viewMatrix;
                        uniform mat4 u_projectionMatrix;

                        // 三角形顶点
                        uniform vec3 u_triangle_out[3];

                        in vec2 uv;

                        // 当前片元位置
                        in vec4 position_out;

                        // 颜色纹理
                        uniform sampler2D colorTex;

                        // 判断是否在三角形中
                        bool isPointInTriangle(vec3 a, vec3 b, vec3 c, vec3 p) {

                            float signOfTrig = (b.x - a.x)*(c.y - a.y) - (b.y - a.y)*(c.x - a.x);
                            float signOfAB = (b.x - a.x)*(p.y - a.y) - (b.y - a.y)*(p.x - a.x);
                            float signOfCA = (a.x - c.x)*(p.y - c.y) - (a.y - c.y)*(p.x - c.x);
                            float signOfBC = (c.x - b.x)*(p.y - c.y) - (c.y - b.y)*(p.x - c.x);

                            bool d1 = (signOfAB<=0.0&&signOfTrig<=0.0) || (signOfAB>=0.0&&signOfTrig>=0.0);
                            bool d2 = (signOfCA<=0.0&&signOfTrig<=0.0) || (signOfCA>=0.0&&signOfTrig>=0.0);
                            bool d3 = (signOfBC<=0.0&&signOfTrig<=0.0) || (signOfBC>=0.0&&signOfTrig>=0.0);

                            return d1 && d2 && d3;
                        }

                        void main() {

                            vec4 color = texture(colorTex, uv);

                            // 调整亮度
                            color = color * 1.7;

                            vec4 triangle_out1 = vec4(u_triangle_out[0], 1.0);
                            vec4 triangle_out2 = vec4(u_triangle_out[1], 1.0);
                            vec4 triangle_out3 = vec4(u_triangle_out[2], 1.0);

                            // 转换三角形顶点数据
                            vec4 temp1 = u_projectionMatrix * u_viewMatrix * triangle_out1;
                            triangle_out1 = vec4(temp1.xyz/temp1.w, 1.0);

                            vec4 temp2 = u_projectionMatrix * u_viewMatrix * triangle_out2;
                            triangle_out2 = vec4(temp2.xyz/temp2.w, 1.0);

                            vec4 temp3 = u_projectionMatrix * u_viewMatrix * triangle_out3;
                            triangle_out3 = vec4(temp3.xyz/temp3.w, 1.0);


                            // 三个点都在地球背面,则不显示
                            if (
                            triangle_out1.z/triangle_out1.w < 0.99911
                            || triangle_out2.z/triangle_out2.w < 0.99911
                            || triangle_out3.z/triangle_out3.w < 0.99911
                            )
                            {
                                // 三角形范围
                                if (!isPointInTriangle(
                                triangle_out1.xyz,
                                triangle_out2.xyz,
                                triangle_out3.xyz,
                                position_out.xyz
                                )){
                                    fragColor = color;
                                } else {
                                    fragColor = vec4(vec3(dot(color.rgb, vec3(0.2126, 0.7152, 0.0722))), color.a);
                                }
                            } else {
                                fragColor = color;
                            }
                        }
                   `;

                        this.shaderProgram = initWebgl2Shaders(gl, vshader, fshader);

                        this.textureUniformLocation = gl.getUniformLocation(this.shaderProgram, "colorTex");

                        // 三角形顶点位置
                        this.textureUniformTriangleExtent = gl.getUniformLocation(
                            this.shaderProgram, "u_triangle_out");

                        this.positionLocation = gl.getAttribLocation(this.shaderProgram, "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;
                });
            });
        });
    </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:自定义范围后处理效果

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