有這麼一種場景:需要渲染一座橋,橋有很多橋柱,橋柱除了位置與傾斜角度不完全相同外,其他均相同,由於橋柱數量很大,使用three.js繪製較為卡頓,如何優化?注意,要求後續能選中某個橋柱
three.js官方教學裡提到,大量物件的優化 - three.js manual (threejs.org),使用合併幾何體
為什麼合併幾何體能優化繪製大量物件時的效能呢?
這得引出一個概念:繪製呼叫(draw call)
繪製呼叫(draw call)是指渲染引擎向GPU傳送繪製命令的過程,每個繪製呼叫都會告訴GPU繪製一個或多個三維物體或幾何體
在圖形渲染中,繪製呼叫的數量對效能有很大影響,較少的繪製呼叫通常意味著更高的效能,因為GPU在處理繪製呼叫時需要切換上下文和狀態,這會導致一定的開銷
在three.js中,由於繪製一個幾何體需要呼叫一次draw call,繪製很多幾何體就很消耗效能,所以合併多個幾何體為一個幾何體能減少draw call,從而實現繪製效能優化
合併幾何體會有一個突出的問題:無法單獨選擇其中某個幾何體
由於多個幾何體合併為一個幾何體,所以已經無法選擇原來的某個幾何體,即無法拾取單個幾何體
考慮到後續需要能選中橋柱,這個方案捨棄
three.js官方API檔案是這樣解釋:
範例化網格(InstancedMesh),一種具有範例化渲染支援的特殊版本的Mesh。你可以使用 InstancedMesh 來渲染大量具有相同幾何體與材質、但具有不同世界變換的物體。 使用 InstancedMesh 將幫助你減少 draw call 的數量,從而提升你應用程式的整體渲染效能
橋柱除了位置與傾斜角度不完全相同外,其他均相同,符合InstancedMesh的要求,同時InstancedMesh是可以選擇單個物體的,可以參考這個官方範例:three.js examples (threejs.org)
關於InstancedMesh,更為詳細的解釋可參考官方檔案:InstancedMesh – three.js docs (threejs.org)
綜上,筆者選用InstancedMesh來進行橋柱渲染優化,本文記述在three.js中使用InstancedMesh來實現繪製大量幾何體的效能優化
初始情況下使用多個幾何體來載入橋柱,其實就是多個圓柱體,數量為10980
範例程式碼如下:
<!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);
// 建立效能監視器
let stats = new Stats();
// 將監視器新增到頁面中
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() {
// 更新幀數
stats.update()
if (scene.children.length > 0) {
raycaster.setFromCamera(mouse, camera);
const intersections = raycaster.intersectObject(scene, true);
if (intersections.length > 0) {
// 獲取第一個相交的物體
const intersectedObject = intersections[0].object;
// 更新物體的顏色
intersectedObject.material.color.set(0xff0000); // 設定為紅色
}
}
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
animate();
let count = 0
let matrixList = []
fetch("./資料.json").then(res => res.json()).then(res => {
const name = Object.keys(res)
for (let index = 0; index < 60; index++) {
name.filter(item => item.includes("直立樁基")).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>
結果如下:
在筆者的電腦上只有20FPS,拾取功能(選擇單個柱子)正常
InstanceMesh在概念上可以理解為這是一組幾何體,只需根據instance id即可在這一組InstanceMesh上找到這個幾何體,所以InstanceMesh的使用方法主要就是根據InstanceMesh和instance id來確定選擇的是那個幾何體,從而進行位置變換、設定顏色等
更為詳細的InstanceMesh使用方法可參考官方檔案和範例:
筆者將上述程式碼修改為使用InstanceMesh的程式碼,主體程式碼如下:
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);
// 建立效能監視器
let stats = new Stats();
// 將監視器新增到頁面中
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() {
// 更新幀數
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("./資料.json").then(res => res.json()).then(res => {
const name = Object.keys(res)
for (let index = 0; index < 60; index++) {
name.filter(item => item.includes("直立樁基")).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);
在筆者的電腦上有60FPS,拾取功能(選擇單個柱子)正常
[1] 大量物件的優化 - three.js manual (threejs.org)
[2] three.js 效能優化的幾種方法 - 可愛的黑精靈 - 部落格園 (cnblogs.com)
[3] InstancedMesh – three.js docs (threejs.org)
[4] three.js/examples/webgl_instancing_raycast.html at master · mrdoob/three.js (github.com)