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Cesium版本升级webgl问题,glsl代码报错,修改办法

简介

**

  Cesium 从1.102.0

开始,Cesium 默认使用

WebGL2

上下文。一些webgl特效代码在webgl1中支持,但是在版本升级后,运行会报各种glsl代码错误。现在有两种解决方案。详细办法描述如下所示。**

1、修改配置使用**

WebGL1

**

** 地球初始化配置如下:requestWebgl1: true**

var viewer = new Cesium.Viewer("cesiumContainer", {
      geocoder: false, // 是否显示geocoder小器件,右上角查询按钮
      homeButton: false, // 是否显示Home按钮
      infoBox: false, // 点击要素之后显示的信息,默认true
      selectionIndicator: false, // 是否显示 entity 选中标识
      sceneModePicker: false, // 是否显示3D/2D选择器
      navigationHelpButton: false, // 是否显示右上角的帮助按钮
      animation: false, // 是否创建动画小器件,左下角仪表
      timeline: false, // 是否显示时间轴
      vrButton: false, // 是否显示虚拟按钮
      fullscreenButton: true, // 是否显示全屏按钮
      contextOptions: {
         // cesium状态下允许canvas转图片convertToImage
        webgl: {
          alpha: true,
          depth: false,
          stencil: true,
          antialias: true,
          premultipliedAlpha: true,
          preserveDrawingBuffer: true,//通过canvas.toDataURL()实现截图需要将该项设置为true
          failIfMajorPerformanceCaveat: false, 
        },
        allowTextureFilterAnisotropic: true,
        requestWebgl1: true, //设置使用Webgl1
     }
 });

2、修改glsl代码使用webgl2

需要修改的关键字为: **

varying
attribute
texture2D 

**gl_FragColor

其中 **

texture2D  修改为 texture

**

**

   

**gl_FragColor 修改为 out_FragColor

而 **

varying
attribute 修改为 outin 需要看glsl代码上下文。例如下文中varying声明参数v_st使用时在=右边,意味着需要参数输入,所以修改为in。

**

    

    // 片元着色器

    // 修改前
    uniform sampler2D heatmap;
    varying vec2 v_st;

    void main()
    {
        vec4 color = texture2D(heatmap,v_st);
        gl_FragColor = color;
    // 修改后
    uniform sampler2D heatmap;
    in vec2 v_st;
    void main()
    {
        vec4 color = texture(heatmap,v_st);
        out_FragColor = color;
    }

假如声明参数只在=左边使用,则需要修改为out。使用3d热力图glsl代码举例如下:

修改的参数为:
webgl1声明参数webgl2声明attribute
position3DHigh

in
attribute
position3DLow

in
attribute
st

in
varying
v_st

out
varying
v_ratio

out

修改前支持webgl1:

   // 顶点着色器

     // 修改前
        attribute vec3 position3DHigh;
        attribute vec3 position3DLow;
        attribute vec2 st;
        varying vec2 v_st;
        uniform sampler2D grey;
        uniform float u_max_height;
        uniform vec4 u_bezier;
        uniform float radius;
        varying float v_ratio;

        vec2 toBezierInner(float t, vec2 P0, vec2 P1, vec2 P2, vec2 P3) {
            float t2 = t * t;
            float one_minus_t = 1.0 - t;
            float one_minus_t2 = one_minus_t * one_minus_t;
            return (P0 * one_minus_t2 * one_minus_t + P1 * 3.0 * t * one_minus_t2 + P2 * 3.0 * t2 * one_minus_t + P3 * t2 * t);
        }

        vec2 toBezier(float t, vec4 p) {
            return toBezierInner(t, vec2(0.0, 0.0), vec2(p.x, p.y), vec2(p.z, p.w), vec2(1.0, 1.0));
        }

        void main()
        {
          float gradient = texture2D(grey,st).r;

          float height = toBezier(gradient, u_bezier).y;
          float height0 = toBezier(0.0, u_bezier).y;
          float height1 = toBezier(1.0, u_bezier).y;
         
          float ratio = (height - height0) / (height1 - height0);
          height = ratio * u_max_height;
          v_ratio = ratio;
          vec4 p = czm_translateRelativeToEye(position3DHigh, position3DLow);
          p.z += height;
          p = czm_modelViewProjectionRelativeToEye * p;
          v_st = st;
          gl_Position = p;
        }

修改后代码支持webgl2:

    in vec3 position3DHigh;
    in vec3 position3DLow;
    in vec2 st;
    out vec2 v_st;
    uniform sampler2D grey;
        uniform float u_max_height;
        uniform vec4 u_bezier;
        uniform float radius;
        out float v_ratio;

        vec2 toBezierInner(float t, vec2 P0, vec2 P1, vec2 P2, vec2 P3) {
            float t2 = t * t;
            float one_minus_t = 1.0 - t;
            float one_minus_t2 = one_minus_t * one_minus_t;
            return (P0 * one_minus_t2 * one_minus_t + P1 * 3.0 * t * one_minus_t2 + P2 * 3.0 * t2 * one_minus_t + P3 * t2 * t);
        }

        vec2 toBezier(float t, vec4 p) {
            return toBezierInner(t, vec2(0.0, 0.0), vec2(p.x, p.y), vec2(p.z, p.w), vec2(1.0, 1.0));
        }

        void main()
        {
          float gradient = texture(grey,st).r;

          float height = toBezier(gradient, u_bezier).y;
          float height0 = toBezier(0.0, u_bezier).y;
          float height1 = toBezier(1.0, u_bezier).y;
         
          float ratio = (height - height0) / (height1 - height0);
          height = ratio * u_max_height;
          v_ratio = ratio;

          vec4 p = czm_translateRelativeToEye(position3DHigh, position3DLow);
          p.z += height;
          p = czm_modelViewProjectionRelativeToEye * p;
          v_st = st;
          gl_Position = p;
        }

举例glsl代码为3d热力图效果,截图如下:


本文转载自: https://blog.csdn.net/Zk9509/article/details/132076491
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