行业知识
Cesium版本升级webgl问题,glsl代码报错,修改办法
2026-11-12 16:04:09
来源:互联网转载
简介
Cesium 从1.102.0 开始,Cesium 默认index.php/tags-602.html" >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 out in 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:
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