今天必须记录下,是我在用cesium框架写实现雨、雪效果时遇到的一个bug。最后经过我不断地研究百度明白这玩意是官方框架的语法变了。话说这玩意不是应该向下兼容的嘛,哎哎哎!叹气
第一次是因为变量varying,官网将他改为了in,自己就在那里蒙圈找,具体报错如下:
Fragment shader failed to compile. Compile log: ERROR: 0:1: 'varying' : Illegal use of reserved word
好不容易改好了,有来个错texture2D没有可重载的函数,可气的我啊,好气好气啊,最后一顿百度才知道是方法的函数名也改动了,需要将texture2D改成texture。
Fragment shader failed to compile. Compile log: ERROR: 0:28: 'texture2D' : no matching overloaded function found
可能官方也是为了大体性能着想吧,Cesium 自 1.102.0 开始,为了更好支持跨平台,尤其是移动端,Cesium 默认使用 WebGL2 上下文,如果想使用 WebGL1 上下文,需要在地球初始化的时候设置相应的参数
在初始化时更改Cesium的语法上下文
如果我们需要改动的太多,又比较着急,也许可以用这个方法试试(但不确定,本人未试过)
const viewer = new Viewer("cesiumContainer", {
// 指定上下文,将语法换成使用 WebGL1 上下文形式
contextOptions: {
requestWebgl1: true,
},
});
如果可以更推荐用以下的方法
下面是以自定义雪材质为例:
snow() {
return "uniform sampler2D colorTexture;\n\
varying vec2 v_textureCoordinates;\n\
uniform float snowSpeed;\n\
uniform float snowSize;\n\
float snow(vec2 uv,float scale)\n\
{\n\
float time=czm_frameNumber/snowSpeed;\n\
float w=smoothstep(1.,0.,-uv.y*(scale/10.));if(w<.1)return 0.;\n\
uv+=time/scale;uv.y+=time*2./scale;uv.x+=sin(uv.y+time*.5)/scale;\n\
uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.,d;\n\
p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))*5.))-f;d=length(p);k=min(d,k);\n\
k=smoothstep(0.,k,sin(f.x+f.y)*snowSize);\n\
return k*w;\n\
}\n\
void main(void){\n\
vec2 resolution=czm_viewport.zw;\n\
vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);\n\
vec3 finalColor=vec3(0);\n\
//float c=smoothstep(1.,0.3,clamp(uv.y*.3+.8,0.,.75));\n\
float c=0.;\n\
c+=snow(uv,30.)*.0;\n\
c+=snow(uv,20.)*.0;\n\
c+=snow(uv,15.)*.0;\n\
c+=snow(uv,10.);\n\
c+=snow(uv,8.);\n\
c+=snow(uv,6.);\n\
c+=snow(uv,5.);\n\
finalColor=(vec3(c));\n\
gl_FragColor=mix(texture2D(colorTexture,v_textureCoordinates),vec4(finalColor,1),.5);\n\
}\n\
";
}
上面整体代码是没问题的,但是上面的varying我们应该替换为in,gl_FragColor替换为out_FragColor,还有texture2D这个函数应该替换为texture。
下面是正确的添加雨、雪、雾特效和使用方式。
代码直接百度copy,然后本人自己稍微改动些
创建SnowEffect.js的文件
import * as Cesium from 'cesium'
/*
* @description:下雨效果,参考简书上的代码
* @date:2022-01-20
*/
export class RainEffect {
constructor(viewer, options) {
if (!viewer) throw new Error('no viewer object!');
options = options || {};
//倾斜角度,负数向右,正数向左
this.tiltAngle = Cesium.defaultValue(options.tiltAngle, -.6);
this.rainSize = Cesium.defaultValue(options.rainSize, 0.3);
this.rainSpeed = Cesium.defaultValue(options.rainSpeed, 60.0);
this.viewer = viewer;
this.init();
}
init() {
this.rainStage = new Cesium.PostProcessStage({
name: 'czm_rain',
fragmentShader: this.rain(),
uniforms: {
tiltAngle: () => {
return this.tiltAngle;
},
rainSize: () => {
return this.rainSize;
},
rainSpeed: () => {
return this.rainSpeed;
}
}
});
this.viewer.scene.postProcessStages.add(this.rainStage);
}
destroy() {
if (!this.viewer || !this.rainStage) return;
this.viewer.scene.postProcessStages.remove(this.rainStage);
this.rainStage.destroy();
delete this.tiltAngle;
delete this.rainSize;
delete this.rainSpeed;
}
show(visible) {
this.rainStage.enabled = visible;
}
rain() {
return "uniform sampler2D colorTexture;\n\
in vec2 v_textureCoordinates;\n\
uniform float tiltAngle;\n\
uniform float rainSize;\n\
uniform float rainSpeed;\n\
float hash(float x) {\n\
return fract(sin(x * 133.3) * 13.13);\n\
}\n\
void main(void) {\n\
float time = czm_frameNumber / rainSpeed;\n\
vec2 resolution = czm_viewport.zw;\n\
vec2 uv = (gl_FragCoord.xy * 2. - resolution.xy) / min(resolution.x, resolution.y);\n\
vec3 c = vec3(.6, .7, .8);\n\
float a = tiltAngle;\n\
float si = sin(a), co = cos(a);\n\
uv *= mat2(co, -si, si, co);\n\
uv *= length(uv + vec2(0, 4.9)) * rainSize + 1.;\n\
float v = 1. - sin(hash(floor(uv.x * 100.)) * 2.);\n\
float b = clamp(abs(sin(20. * time * v + uv.y * (5. / (2. + v)))) - .95, 0., 1.) * 20.;\n\
c *= v * b;\n\
out_FragColor = mix(texture(colorTexture, v_textureCoordinates), vec4(c, 1), .5);\n\
}\n\
";
}
}
使用方法:
import {RainEffect} from './util/weather/RainEffect'
// 下雨
const drawRain = ()=>{
// viewer地图的对象元素
new RainEffect(viewer, {
tiltAngle: -0.6, //倾斜角度
rainSize: 0.6, // 雨大小
rainSpeed: 120.0 // 雨速
})
}
创建RainEffect.js的文件
/**
* @description:下雪效果,参考简书代码
* @date:2022-01-20
*/
import * as Cesium from 'cesium'
export class SnowEffect {
constructor(viewer, options) {
if (!viewer) throw new Error('no viewer object!');
options = options || {};
this.snowSize = Cesium.defaultValue(options.snowSize, 0.02); //最好小于0.02
this.snowSpeed = Cesium.defaultValue(options.snowSpeed, 60.0);
this.viewer = viewer;
this.init();
}
init() {
this.snowStage = new Cesium.PostProcessStage({
name: 'czm_snow',
fragmentShader: this.snow(),
uniforms: {
snowSize: () => {
return this.snowSize;
},
snowSpeed: () => {
return this.snowSpeed;
}
}
});
this.viewer.scene.postProcessStages.add(this.snowStage);
}
destroy() {
if (!this.viewer || !this.snowStage) return;
this.viewer.scene.postProcessStages.remove(this.snowStage);
this.snowStage.destroy();
delete this.snowSize;
delete this.snowSpeed;
}
show(visible) {
this.snowStage.enabled = visible;
}
snow() {
return "uniform sampler2D colorTexture;\n\
in vec2 v_textureCoordinates;\n\
uniform float snowSpeed;\n\
uniform float snowSize;\n\
float snow(vec2 uv,float scale)\n\
{\n\
float time=czm_frameNumber/snowSpeed;\n\
float w=smoothstep(1.,0.,-uv.y*(scale/10.));if(w<.1)return 0.;\n\
uv+=time/scale;uv.y+=time*2./scale;uv.x+=sin(uv.y+time*.5)/scale;\n\
uv*=scale;vec2 s=floor(uv),f=fract(uv),p;float k=3.,d;\n\
p=.5+.35*sin(11.*fract(sin((s+p+scale)*mat2(7,3,6,5))*5.))-f;d=length(p);k=min(d,k);\n\
k=smoothstep(0.,k,sin(f.x+f.y)*snowSize);\n\
return k*w;\n\
}\n\
void main(void){\n\
vec2 resolution=czm_viewport.zw;\n\
vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);\n\
vec3 finalColor=vec3(0);\n\
//float c=smoothstep(1.,0.3,clamp(uv.y*.3+.8,0.,.75));\n\
float c=0.;\n\
c+=snow(uv,30.)*.0;\n\
c+=snow(uv,20.)*.0;\n\
c+=snow(uv,15.)*.0;\n\
c+=snow(uv,10.);\n\
c+=snow(uv,8.);\n\
c+=snow(uv,6.);\n\
c+=snow(uv,5.);\n\
finalColor=(vec3(c));\n\
out_FragColor=mix(texture(colorTexture,v_textureCoordinates),vec4(finalColor,1),.5);\n\
}\n\
";
}
}
使用方法:
import {SnowEffect} from './util/weather/SnowEffect'
// 下雪
const drawSnow = ()=>{
// 下雪效果
new SnowEffect(viewer, {
snowSize: 0.02, // 雪花大小
snowSpeed: 60.0, // 雪速
})
}
创建FogEffect.js的文件
/**
* @description:雾效果,参考简书代码
* @date:2022-01-20
*/
import * as Cesium from 'cesium'
export class FogEffect {
constructor(viewer, options) {
if (!viewer) throw new Error('no viewer object!');
options = options || {};
this.visibility = Cesium.defaultValue(options.visibility, 0.1);
this.color = Cesium.defaultValue(options.color,
new Cesium.Color(0.8, 0.8, 0.8, 0.5));
this._show = Cesium.defaultValue(options.show, !0);
this.viewer = viewer;
this.init();
}
init() {
this.fogStage = new Cesium.PostProcessStage({
name: 'czm_fog',
fragmentShader: this.fog(),
uniforms: {
visibility: () => {
return this.visibility;
},
fogColor: () => {
return this.color;
}
}
});
this.viewer.scene.postProcessStages.add(this.fogStage);
}
destroy() {
if (!this.viewer || !this.fogStage) return;
this.viewer.scene.postProcessStages.remove(this.fogStage);
this.fogStage.destroy();
delete this.visibility;
delete this.color;
}
show(visible) {
this._show = visible;
this.fogState.enabled = this._show;
}
fog() {
return "uniform sampler2D colorTexture;\n\
uniform sampler2D depthTexture;\n\
uniform float visibility;\n\
uniform vec4 fogColor;\n\
in vec2 v_textureCoordinates; \n\
void main(void) \n\
{ \n\
vec4 origcolor = texture(colorTexture, v_textureCoordinates); \n\
float depth = czm_readDepth(depthTexture, v_textureCoordinates); \n\
vec4 depthcolor = texture(depthTexture, v_textureCoordinates); \n\
float f = visibility * (depthcolor.r - 0.3) / 0.2; \n\
if (f < 0.0) f = 0.0; \n\
else if (f > 1.0) f = 1.0; \n\
out_FragColor = mix(origcolor, fogColor, f); \n\
}\n";
}
}
使用方法:
import {FogEffect} from './util/weather/FogEffect'
// 雾
const drawfog = ()=>{
// 雾效果
new FogEffect(viewer, {
visibility: 0.2,
color: new Cesium.Color(0.8, 0.8, 0.8, 0.3)
})
}
好了,本次分享就这些啦。