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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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