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ArcGIS JSAPI 高级教程 - ArcGIS Maps SDK for JavaScript - 锐化效果_arcgis js 玄锐效果

arcgis js 玄锐效果

ArcGIS JSAPI 高级教程 - ArcGIS Maps SDK for JavaScript - 锐化效果

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,实现锐化效果。

锐化效果应用还是比较广的,本文实现锐化效果初衷是偶然发现,同样是加载 3dtile 数据,

Cesium 效果会比 ArcGIS Maps SDK for JavaScript 清晰一些,初步认为是锐化。

经过测试发现,基本确认是锐化处理的原因。

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,本文先通过高斯模糊,在经过锐化宣发实现效果,具体详见注释。



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

precision highp float;

out highp vec4 fragColor;

in vec2 uv;

uniform sampler2D u_Texture;

// 锐化强度参数,范围通常是 0 到 1
const float u_Sharpness = 0.5;

// 调整亮度,通常跟锐化强度相关
const float brightness = 2.0;

// 先模糊后锐化,效果会比较柔和
void main() {

    // 获取纹理大小
    vec2 u_Resolution = vec2(textureSize(u_Texture, 0));

    vec4 color = texture(u_Texture, uv);

    // 高斯模糊内核
    vec3 kernelRow1 = vec3(1.0 / 16.0, 2.0 / 16.0, 1.0 / 16.0);
    vec3 kernelRow2 = vec3(2.0 / 16.0, 4.0 / 16.0, 2.0 / 16.0);
    vec3 kernelRow3 = vec3(1.0 / 16.0, 2.0 / 16.0, 1.0 / 16.0);

    // 应用高斯内核进行模糊
    vec3 blurredColor = texture(u_Texture, uv).rgb * kernelRow2[1]; // 中心权重
    for (int i = 0; i < 3; i++) {
        for (int j = 0; j < 3; j++) {
            if (i != 1 || j != 1) { // 跳过中心
                vec2 offset = vec2(i - 1, j - 1) / u_Resolution;
                blurredColor += texture(u_Texture, uv + offset).rgb *
                                (i == 0 ? kernelRow1[j] :
                                 (i == 1 ? kernelRow2[j] : kernelRow3[j]));
            }
        }
    }

    // 拉普拉斯算子内核
    vec3 laplacianKernelRow1 = vec3(0.0, -1.0, 0.0);
    vec3 laplacianKernelRow2 = vec3(-1.0,  4.0, -1.0);
    vec3 laplacianKernelRow3 = vec3(0.0, -1.0, 0.0);

    // 应用拉普拉斯内核
    // 中心权重
    vec3 laplacianColor = texture(u_Texture, uv).rgb * laplacianKernelRow2[1];

    for (int i = 0; i < 3; i++) {
        for (int j = 0; j < 3; j++) {
            if (i != 1 || j != 1) { // 跳过中心
                vec2 offset = vec2(i - 1, j - 1) / u_Resolution;
                laplacianColor += texture(u_Texture, uv + offset).rgb *
                                  (i == 0 ? laplacianKernelRow1[j] :
                                   (i == 1 ? laplacianKernelRow2[j] : laplacianKernelRow3[j]));
            }
        }
    }

    // 锐化:从原始颜色中减去拉普拉斯模糊的颜色
    vec3 sharpenedColor = color.rgb - (blurredColor - laplacianColor) * u_Sharpness;

    // 限制颜色值并应用
    sharpenedColor = clamp(sharpenedColor, 0.0, 1.0);

    fragColor = vec4(sharpenedColor*brightness, 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 - 锐化效果 | 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",
            "esri/layers/IntegratedMesh3DTilesLayer"], function (
            Map,
            SceneView,
            RenderNode,
            IntegratedMesh3DTilesLayer
        ) {
            const view = new SceneView({
                container: "viewDiv",
                map: new Map({basemap: "satellite"})
            });


            const layer = new IntegratedMesh3DTilesLayer({
                url: "http://openlayers.vip/cesium/3dtile/xianggang_1.1/tileset.json",
                title: "Utrecht Integrated Mesh 3D Tiles"
            });

            view.map.add(layer);

            layer.when(function () {
                view.extent = layer.fullExtent;
            });


            // 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

                    precision highp float;

                    out highp vec4 fragColor;

                    in vec2 uv;

                    uniform sampler2D u_Texture;

                    // 锐化强度参数,范围通常是 0 到 1
                    const float u_Sharpness = 0.5;

                    // 调整亮度,通常跟锐化强度相关
                    const float brightness = 2.0;

                    // 先模糊后锐化,效果会比较柔和
                    void main() {

                        // 获取纹理大小
                        vec2 u_Resolution = vec2(textureSize(u_Texture, 0));

                        vec4 color = texture(u_Texture, uv);

                        // 高斯模糊内核
                        vec3 kernelRow1 = vec3(1.0 / 16.0, 2.0 / 16.0, 1.0 / 16.0);
                        vec3 kernelRow2 = vec3(2.0 / 16.0, 4.0 / 16.0, 2.0 / 16.0);
                        vec3 kernelRow3 = vec3(1.0 / 16.0, 2.0 / 16.0, 1.0 / 16.0);

                        // 应用高斯内核进行模糊
                        vec3 blurredColor = texture(u_Texture, uv).rgb * kernelRow2[1]; // 中心权重
                        for (int i = 0; i < 3; i++) {
                            for (int j = 0; j < 3; j++) {
                                if (i != 1 || j != 1) { // 跳过中心
                                    vec2 offset = vec2(i - 1, j - 1) / u_Resolution;
                                    blurredColor += texture(u_Texture, uv + offset).rgb *
                                                    (i == 0 ? kernelRow1[j] :
                                                     (i == 1 ? kernelRow2[j] : kernelRow3[j]));
                                }
                            }
                        }

                        // 拉普拉斯算子内核
                        vec3 laplacianKernelRow1 = vec3(0.0, -1.0, 0.0);
                        vec3 laplacianKernelRow2 = vec3(-1.0,  4.0, -1.0);
                        vec3 laplacianKernelRow3 = vec3(0.0, -1.0, 0.0);

                        // 应用拉普拉斯内核
                        // 中心权重
                        vec3 laplacianColor = texture(u_Texture, uv).rgb * laplacianKernelRow2[1];

                        for (int i = 0; i < 3; i++) {
                            for (int j = 0; j < 3; j++) {
                                if (i != 1 || j != 1) { // 跳过中心
                                    vec2 offset = vec2(i - 1, j - 1) / u_Resolution;
                                    laplacianColor += texture(u_Texture, uv + offset).rgb *
                                                      (i == 0 ? laplacianKernelRow1[j] :
                                                       (i == 1 ? laplacianKernelRow2[j] : laplacianKernelRow3[j]));
                                }
                            }
                        }

                        // 锐化:从原始颜色中减去拉普拉斯模糊的颜色
                        vec3 sharpenedColor = color.rgb - (blurredColor - laplacianColor) * u_Sharpness;

                        // 限制颜色值并应用
                        sharpenedColor = clamp(sharpenedColor, 0.0, 1.0);

                        fragColor = vec4(sharpenedColor*brightness, 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:锐化效果

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