WebGL:移动设备上的 Z-Buffer 伪像

WebGL: Z-Buffer artifacts on mobile devices

我有 WebGL 上下文,我正在渲染房间和家具的 3d 模型。它在 PC 上工作正常,但当我在房间内并且我的近平面靠近相机时,它在移动设备上给了我奇怪的 z-fighting 伪像。

当我的裁剪平面远离相机时,即使在移动设备上也一切正常:

近:4267.639824060027,远:11183.900282644734

投影矩阵 = [1.9196896450555059, 0, 0, 0, 0, 1.7320508075688774, 0, 0, 0, 0, -2.234082350944259, -1, 0, 0, -13801.866294355888=1, 0];

但是当

zLimits = {近:30,远:5960.493230110447}

projectionMatrix = [1.9196896450555059, 0, 0, 0, 0, 1.7320508075688774, 0, 0, 0, 0, -1.0101172023425247, -1, 0, 0, -60.303516070275=74, 0]

图片因 z-fighting 和距离第二个对象 1000 个单位的第一个对象的三角形而损坏,并且在第二个对象三角形后面不断闪烁

PS:我尝试在我的着色器中使用

precision highp float
precision highp int

和gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT);结果是 WebGLShaderPrecisionFormat {rangeMin: 127, rangeMax: 127, precision: 23} 但它对我没有影响

gl.getParameter(gl.DEPTH_BITS) returns 24;

我有两个渲染路径(前向和延迟DEPTH_COMPONENT32F)并且都给我相同的人工制品

PPS:我通过使用 ThreeJS 渲染的应用程序在同一设备上打开相似的场景,它渲染了相似大小的场景而没有伪影

PPPS:我在前向渲染中使用的顶点和片段着色器

export const geometry = new ShaderProgram(
    // vertex shader
    `
    precision highp float;
    uniform mat4 u_transformMatrix;
    uniform mat4 u_modelViewMatrix;
    uniform mat4 u_meshMatrix;
    uniform vec3 u_viewDir;

    attribute vec4 a_position;
    attribute vec3 a_normal;
    attribute vec2 a_texcoord;

    varying float v_lighting;
    varying vec3 v_normal;
    varying vec3 v_position;
    varying vec2 v_texcoord;

    void main(void)
    {
        vec4 vertex4 = u_meshMatrix * a_position;
        vec3 normal = (u_meshMatrix * vec4(a_normal, 0.0)).xyz;
        v_normal = (u_modelViewMatrix * vec4(normal, 0.0)).xyz;;
        v_position = (u_modelViewMatrix * vertex4).xyz;
        gl_Position = u_transformMatrix * vertex4;
        v_lighting = min(abs(dot(normal, u_viewDir)) + 0.4, 1.0);
        v_texcoord = a_texcoord;
    }
    `
    ,
    // fragment shader
    `
    precision highp float;
    uniform lowp vec4 color;
    uniform lowp float u_selection;
    uniform sampler2D u_texture;
    uniform lowp float u_opacity;
    uniform lowp vec2 u_textureOffset;
    uniform lowp vec2 u_textureScale;

    varying float v_lighting;
    varying vec2 v_texcoord;
    varying vec3 v_normal;
    varying vec3 v_position;

    void main(void)
    {
        vec3 cur_color = vec3(0.0, 1.0, 1.0);
        float ligtMapVal = v_lighting;
        vec2 texCoord = (v_texcoord + u_textureOffset) * u_textureScale;
        vec3 texColor = texture2D(u_texture, texCoord).xyz;
        //vec3 texColor = vec3(0.4, 0.4, 0.6);
        vec3 selectionColor = vec3(0.0, 0.0, 1.0);
        vec3 color = mix(texColor, selectionColor, u_selection);

        vec3 lightDirection = normalize(vec3(1.0, 1.0, 1.0));
        float diffuseWeight = max(dot(v_normal, vec3(0, 0, 1)) + 0.2, 0.5);

        vec3 eyeDirection = normalize(-v_position);
        vec3 halfVector = normalize(lightDirection + eyeDirection);
        float uShininess = 25.1;
        float specularWeight = pow(max(dot(v_normal, halfVector), 0.0), uShininess);

        vec3 lightSpecular = vec3(1.0, 1.0, 1.0);
        gl_FragColor = vec4(color * diffuseWeight + specularWeight * lightSpecular, u_opacity);
    }
`
);

问题的主要原因是我编译了一些中等精度的着色器。它们甚至不会被渲染路径使用,而是首先加载。 删除这些着色器可以解决问题。

感谢 LJ 伟大的文档进一步优化它!