当时明月在曾照彩云归

当时明月在曾照彩云归

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:

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:

Three.js使用InstancedMesh实现性能优化-LMLPHP

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:

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);

Three.js使用InstancedMesh实现性能优化-LMLPHP

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)

07-28 18:07