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1. 引言

有这么一种场景:需要渲染一座桥,桥有很多桥柱,桥柱除了位置与倾斜角度不完全相同外,其他均相同,由于桥柱数量很大,使用three.js绘制较为卡顿,如何优化?注意,要求后续能选中某个桥柱

2. 概念

2.1 合并几何体

three.js官方教程里提到, 大量对象的优化 - three.js manual (threejs.org) ,使用 合并几何体

为什么合并几何体能优化绘制大量对象时的性能呢?

这得引出一个概念: 绘制调用(draw call)

绘制调用(draw call)是指渲染引擎向GPU发送绘制命令的过程,每个绘制调用都会告诉GPU绘制一个或多个三维物体或几何体

在图形渲染中,绘制调用的数量对性能有很大影响,较少的绘制调用通常意味着更高的性能,因为GPU在处理绘制调用时需要切换上下文和状态,这会导致一定的开销

在three.js中,由于绘制一个几何体需要调用一次draw call,绘制很多几何体就很消耗性能,所以合并多个几何体为一个几何体能减少draw call,从而实现绘制性能优化

合并几何体会有一个突出的问题:无法单独选择其中某个几何体

由于多个几何体合并为一个几何体,所以已经无法选择原来的某个几何体,即无法拾取单个几何体

考虑到后续需要能选中桥柱,这个方案舍弃

2.2 InstancedMesh

three.js官方API文档是这样解释:

实例化网格(InstancedMesh),一种具有实例化渲染支持的特殊版本的 Mesh 。你可以使用 InstancedMesh 来渲染大量具有相同几何体与材质、但具有不同世界变换的物体。 使用 InstancedMesh 将帮助你减少 draw call 的数量,从而提升你应用程序的整体渲染性能

桥柱除了位置与倾斜角度不完全相同外,其他均相同,符合InstancedMesh的要求,同时InstancedMesh是可以选择单个物体的,可以参考这个官方示例: three.js examples (threejs.org)

关于InstancedMesh,更为详细的解释可参考官方文档: InstancedMesh – three.js docs (threejs.org)

综上,笔者选用InstancedMesh来进行桥柱渲染优化,本文记述在three.js中使用InstancedMesh来实现绘制大量几何体的性能优化

3. 初始情况

初始情况下使用多个几何体来加载桥柱,其实就是多个圆柱体,数量为10980

示例代码如下:

<!DOCTYPE html> <html lang="en">  <head>   <meta charset="UTF-8">   <meta http-equiv="X-UA-Compatible" content="IE=edge">   <meta name="viewport" content="width=device-width, initial-scale=1.0">   <title>Document</title>   <style>     html,     body,     canvas {       height: 100%;       width: 100%;       margin: 0;     }   </style>  </head>  <body>   <canvas id="canvas"></canvas>    <script type="importmap"> 		{ 			"imports": { 				"three": "https://unpkg.com/three/build/three.module.js", 				"three/addons/": "https://unpkg.com/three/examples/jsm/" 			} 		} 	</script>    <script type="module">     import * as THREE from 'three';     import { OrbitControls } from 'three/addons/controls/OrbitControls.js';     import Stats from 'three/addons/libs/stats.module.js'      const scene = new THREE.Scene();      const raycaster = new THREE.Raycaster();     const mouse = new THREE.Vector2(1, 1);     let mesh;     const color = new THREE.Color();     const white = new THREE.Color().setHex(0xffffff);      // 创建性能监视器     let stats = new Stats();     // 将监视器添加到页面中     document.body.appendChild(stats.domElement)      const canvas = document.querySelector('#canvas');     const camera = new THREE.PerspectiveCamera(75, canvas.clientWidth / canvas.clientHeight, 0.1, 100000);     camera.position.z = 5;     camera.position.y = 60;     camera.position.x = -1500;      const renderer = new THREE.WebGLRenderer({       canvas: document.querySelector('#canvas'),       antialias: true     });     renderer.setSize(window.innerWidth, window.innerHeight, false)      const controls = new OrbitControls(camera, renderer.domElement);      function animate() {       // 更新帧数       stats.update()        if (scene.children.length > 0) {         raycaster.setFromCamera(mouse, camera);         const intersections = raycaster.intersectObject(scene, true);         if (intersections.length > 0) {           // 获取第一个相交的物体           const intersectedObject = intersections[0].object;            // 更新物体的颜色           intersectedObject.material.color.set(0xff0000); // 设置为红色         }       }        requestAnimationFrame(animate);       renderer.render(scene, camera);     }     animate();      let count = 0     let matrixList = []     fetch("./数据.json").then(res => res.json()).then(res => {       const name = Object.keys(res)       for (let index = 0; index < 60; index++) {          name.filter(item => item.includes("直立桩基")).forEach(item => {           res[item].forEach(element => {             const geometry = new THREE.CylinderGeometry(element.diameter / 2000, element.diameter / 2000, (element.height - element.depth) / 1000, 32);             const material = new THREE.MeshBasicMaterial({ color: 0xffffff });             const cylinder = new THREE.Mesh(geometry, material);              const originalHeight = cylinder.geometry.parameters.height;             cylinder.geometry.translate(0, -originalHeight / 2, 0);              cylinder.position.set(element.x / 1000 * Math.random(), (element.z + element.height) / 1000, element.y / 1000)             scene.add(cylinder);             count++           });         })       }       console.log(count)     })      function onMouseMove(event) {       event.preventDefault();       mouse.x = (event.clientX / window.innerWidth) * 2 - 1;       mouse.y = - (event.clientY / window.innerHeight) * 2 + 1;     }     document.addEventListener('mousemove', onMouseMove);   </script> </body>  </html> 

结果如下:

在笔者的电脑上只有20FPS,拾取功能(选择单个柱子)正常

4. InstanceMesh优化

InstanceMesh在概念上可以理解为这是一组几何体,只需根据instance id即可在这一组InstanceMesh上找到这个几何体,所以InstanceMesh的使用方法主要就是根据InstanceMesh和instance id来确定选择的是那个几何体,从而进行位置变换、设置颜色等

更为详细的InstanceMesh使用方法可参考官方文档和示例:

  • InstancedMesh – three.js docs (threejs.org)
  • three.js examples (threejs.org)
  • 笔者将上述代码修改为使用InstanceMesh的代码,主体代码如下:

    import * as THREE from 'three'; import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; import Stats from 'three/addons/libs/stats.module.js'  const scene = new THREE.Scene();  const raycaster = new THREE.Raycaster(); const mouse = new THREE.Vector2(1, 1); let mesh; const color = new THREE.Color(); const white = new THREE.Color().setHex(0xffffff);  // 创建性能监视器 let stats = new Stats(); // 将监视器添加到页面中 document.body.appendChild(stats.domElement)  const canvas = document.querySelector('#canvas'); const camera = new THREE.PerspectiveCamera(75, canvas.clientWidth / canvas.clientHeight, 0.1, 100000); camera.position.z = 5; camera.position.y = 60; camera.position.x = -1500;  const renderer = new THREE.WebGLRenderer({     canvas: document.querySelector('#canvas'),     antialias: true }); renderer.setSize(window.innerWidth, window.innerHeight, false)  const controls = new OrbitControls(camera, renderer.domElement);  function animate() {     // 更新帧数     stats.update()      if (mesh) {         raycaster.setFromCamera(mouse, camera);          const intersection = raycaster.intersectObject(mesh);          if (intersection.length > 0) {             const instanceId = intersection[0].instanceId;             console.log(instanceId)             mesh.setColorAt(instanceId, new THREE.Color(0xff0000));             mesh.instanceColor.needsUpdate = true;         }     }      requestAnimationFrame(animate);     renderer.render(scene, camera); } animate();  let count = 0 let matrixList = [] fetch("./数据.json").then(res => res.json()).then(res => {     const name = Object.keys(res)     for (let index = 0; index < 60; index++) {          name.filter(item => item.includes("直立桩基")).forEach(item => {             res[item].forEach(element => {                 count++                 matrixList.push(new THREE.Matrix4().makeTranslation(element.x / 1000 * Math.random(), (element.z + element.height) / 1000, element.y / 1000))             });         })     }     console.log(count)      const element = {         diameter: 1200,         depth: 72000     }     const geometry = new THREE.CylinderGeometry(element.diameter / 2000, element.diameter / 2000, element.depth / 1000, 32);     const material = new THREE.MeshBasicMaterial({ color: 0xffffff });      mesh = new THREE.InstancedMesh(geometry, material, count);      for (let i = 0; i < count; i++) {         mesh.setColorAt(i, color);         mesh.setMatrixAt(i, matrixList[i]);     }     scene.add(mesh); })  function onMouseMove(event) {     event.preventDefault();     mouse.x = (event.clientX / window.innerWidth) * 2 - 1;     mouse.y = - (event.clientY / window.innerHeight) * 2 + 1; } document.addEventListener('mousemove', onMouseMove); 

    在笔者的电脑上有60FPS,拾取功能(选择单个柱子)正常

    5. 参考

    [1] 大量对象的优化 - three.js manual (threejs.org)

    [2] three.js 性能优化的几种方法 - 可爱的黑精灵 - 博客园 (cnblogs.com)

    [3] InstancedMesh – three.js docs (threejs.org)

    [4] three.js/examples/webgl_instancing_raycast.html at master · mrdoob/three.js (github.com)

    [5] three.js examples (threejs.org)