为了方便调试渲染效果,可以借助一些工具,这里介绍一下 dat.gui。
官网:
本文包括核心代码、完整代码以及在线示例。
核心代码
简单介绍一下使用的方式:
- 引入 js css
<script type="text/javascript" src="https://openlayers.vip/examples/resources/dat_gui/dat.gui.js"></script>
<link rel="stylesheet" type="text/css" href="https://openlayers.vip/examples/resources/dat_gui/dat.gui.css"/>
- 使用方法
// 创建对象
var gui = new dat.GUI();
// 添加动态属性
// 监听属性值变化,更新帧
gui.add(luminanceRenderNode, 'test_float', 0, 3.0).name("夜视仪亮度").onChange(function (value) {
luminanceRenderNode.requestRender();
});
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 - dat_gui 使用示例 | Sample | ArcGIS Maps SDK for JavaScript 4.29</title>
<!-- <link rel="stylesheet" href="https://js.arcgis.com/4.29/esri/themes/light/main.css"/>-->
<link rel="stylesheet" href="./4.29/esri/themes/light/main.css"/>
<script type="text/javascript" src="./dat_gui/dat.gui.js"></script>
<link rel="stylesheet" type="text/css" href="./dat_gui/dat.gui.css"/>
<!-- <script src="https://js.arcgis.com/4.29/"></script>-->
<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>
</head>
<body>
<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});
view.when(() => {
// 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";
// 定义属性
this.test_float = 1.0;
},
// 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();
// this.resetWebGLState();
// const output = this.bindRenderTarget();
// 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, 0);
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
this.ensureShader(gl);
this.ensureScreenSpacePass(gl);
// Bind custom program
gl.useProgram(this.shaderProgram);
// 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);
// 传递测试数据
gl.uniform1f(this.textureUniformTestFloat, this.test_float);
// Issue the render call for a screen space render pass
gl.bindVertexArray(this.vao);
gl.drawArrays(gl.TRIANGLES, 0, 3);
return output;
},
shaderProgram: null,
textureUniformLocation: null,
positionLocation: null,
vao: null,
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
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 mediump float;
out mediump vec4 fragColor;
// 测试属性
uniform float test_float;
in vec2 uv;
uniform sampler2D colorTex;
void main() {
vec4 color = texture(colorTex, uv);
// 使用测试数据
fragColor = vec4(color.r, color.g * test_float, color.b, 0.9);
fragColor.rgb = fragColor.rgb/2.0;
}
`;
this.shaderProgram = initWebgl2Shaders(gl, vshader, fshader);
this.textureUniformLocation = gl.getUniformLocation(this.shaderProgram, "colorTex");
// 测试数据位置
this.textureUniformTestFloat = gl.getUniformLocation(this.shaderProgram, "test_float");
this.positionLocation = gl.getAttribLocation(this.shaderProgram, "position");
}
});
// Initializes the new custom render node and connects to SceneView
const luminanceRenderNode = new LuminanceRenderNode({view});
var gui = new dat.GUI();
// 激活 ui
gui.add(luminanceRenderNode, 'test_float', 0, 3.0).name("夜视仪亮度").onChange(function (value) {
luminanceRenderNode.requestRender();
});
// Toggle button to enable/disable the custom render node
const renderNodeToggle = document.getElementById("renderNodeToggle");
renderNodeToggle.addEventListener("calciteSwitchChange", () => {
luminanceRenderNode.enabled = !luminanceRenderNode.enabled;
});
});
});
</script>
<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>
在线示例
ArcGIS Maps SDK for JavaScript 在线示例: dat.gui 使用示例