webgl_mesh_batch
对应 three.js 示例地址 。
仅需关注 init
函数的内容,其他部分都是示例小程序所使用的描述配置。
js
import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { radixSort } from "three/examples/jsm/utils/SortUtils.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_mesh_batch",
useLoaders: [],
info: [
[
{
tag: "a",
link: "https://threejs.org",
content: "three.js"
},
{
tag: "text",
content: "webgl - mesh - batch"
}
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
let stats, gui;
let camera, controls, scene, renderer;
let geometries, mesh, material;
const ids = [];
const matrix = new THREE.Matrix4();
const position = new THREE.Vector3();
const rotation = new THREE.Euler();
const quaternion = new THREE.Quaternion();
const scale = new THREE.Vector3();
const MAX_GEOMETRY_COUNT = 2e4;
const Method = {
BATCHED: "BATCHED",
NAIVE: "NAIVE"
};
const api = {
method: Method.BATCHED,
count: 256,
dynamic: 16,
sortObjects: true,
perObjectFrustumCulled: true,
opacity: 1,
useCustomSort: true
};
init();
initGeometries();
initMesh();
function randomizeMatrix(matrix2) {
position.x = Math.random() * 40 - 20;
position.y = Math.random() * 40 - 20;
position.z = Math.random() * 40 - 20;
rotation.x = Math.random() * 2 * Math.PI;
rotation.y = Math.random() * 2 * Math.PI;
rotation.z = Math.random() * 2 * Math.PI;
quaternion.setFromEuler(rotation);
scale.x = scale.y = scale.z = 0.5 + Math.random() * 0.5;
return matrix2.compose(position, quaternion, scale);
}
function randomizeRotationSpeed(rotation2) {
rotation2.x = Math.random() * 0.01;
rotation2.y = Math.random() * 0.01;
rotation2.z = Math.random() * 0.01;
return rotation2;
}
function initGeometries() {
geometries = [
new THREE.ConeGeometry(1, 2),
new THREE.BoxGeometry(2, 2, 2),
new THREE.SphereGeometry(1, 16, 8)
];
}
function createMaterial() {
if (!material) {
material = new THREE.MeshNormalMaterial();
}
return material;
}
function cleanup() {
if (mesh) {
mesh.parent.remove(mesh);
if (mesh.dispose) {
mesh.dispose();
}
}
}
function initMesh() {
cleanup();
if (api.method === Method.BATCHED) {
initBatchedMesh();
} else {
initRegularMesh();
}
}
function initRegularMesh() {
mesh = new THREE.Group();
const material2 = createMaterial();
for (let i = 0; i < api.count; i++) {
const child = new THREE.Mesh(geometries[i % geometries.length], material2);
randomizeMatrix(child.matrix);
child.matrix.decompose(child.position, child.quaternion, child.scale);
child.userData.rotationSpeed = randomizeRotationSpeed(new THREE.Euler());
mesh.add(child);
}
scene.add(mesh);
}
function initBatchedMesh() {
const geometryCount = api.count;
const vertexCount = geometries.length * 512;
const indexCount = geometries.length * 1024;
const euler = new THREE.Euler();
const matrix2 = new THREE.Matrix4();
mesh = new THREE.BatchedMesh(geometryCount, vertexCount, indexCount, createMaterial());
mesh.userData.rotationSpeeds = [];
mesh.frustumCulled = false;
ids.length = 0;
const geometryIds = [
mesh.addGeometry(geometries[0]),
mesh.addGeometry(geometries[1]),
mesh.addGeometry(geometries[2])
];
for (let i = 0; i < api.count; i++) {
const id = mesh.addInstance(geometryIds[i % geometryIds.length]);
mesh.setMatrixAt(id, randomizeMatrix(matrix2));
const rotationMatrix = new THREE.Matrix4();
rotationMatrix.makeRotationFromEuler(randomizeRotationSpeed(euler));
mesh.userData.rotationSpeeds.push(rotationMatrix);
ids.push(id);
}
scene.add(mesh);
}
function init() {
const width = window.innerWidth;
const height = window.innerHeight;
camera = new THREE.PerspectiveCamera(70, width / height, 1, 100);
camera.position.z = 30;
renderer = new THREE.WebGLRenderer({ antialias: true, canvas });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(width, height);
renderer.setAnimationLoop(animate);
scene = new THREE.Scene();
scene.background = new THREE.Color(16777215);
controls = new OrbitControls(camera, renderer.domElement);
controls.autoRotate = true;
controls.autoRotateSpeed = 1;
stats = new Stats(renderer);
gui = new GUI();
gui.add(api, "count", 1, MAX_GEOMETRY_COUNT).step(1).onChange(initMesh);
gui.add(api, "dynamic", 0, MAX_GEOMETRY_COUNT).step(1);
gui.add(api, "method", Method).onChange(initMesh);
gui.add(api, "opacity", 0, 1).onChange((v) => {
if (v < 1) {
material.transparent = true;
material.depthWrite = false;
} else {
material.transparent = false;
material.depthWrite = true;
}
material.opacity = v;
material.needsUpdate = true;
});
gui.add(api, "sortObjects");
gui.add(api, "perObjectFrustumCulled");
gui.add(api, "useCustomSort");
window.addEventListener("resize", onWindowResize);
needToDispose(renderer, scene, controls);
}
function sortFunction(list) {
this._options = this._options || {
get: (el) => el.z,
aux: new Array(this.maxInstanceCount)
};
const options = this._options;
options.reversed = this.material.transparent;
let minZ = Infinity;
let maxZ = -Infinity;
for (let i = 0, l = list.length; i < l; i++) {
const z = list[i].z;
if (z > maxZ) maxZ = z;
if (z < minZ) minZ = z;
}
const depthDelta = maxZ - minZ;
const factor = (2 ** 32 - 1) / depthDelta;
for (let i = 0, l = list.length; i < l; i++) {
list[i].z -= minZ;
list[i].z *= factor;
}
radixSort(list, options);
}
function onWindowResize() {
const width = window.innerWidth;
const height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
}
function animate() {
animateMeshes();
controls.update();
stats.update();
render();
}
function animateMeshes() {
const loopNum = Math.min(api.count, api.dynamic);
if (api.method === Method.BATCHED) {
for (let i = 0; i < loopNum; i++) {
const rotationMatrix = mesh.userData.rotationSpeeds[i];
const id = ids[i];
mesh.getMatrixAt(id, matrix);
matrix.multiply(rotationMatrix);
mesh.setMatrixAt(id, matrix);
}
} else {
for (let i = 0; i < loopNum; i++) {
const child = mesh.children[i];
const rotationSpeed = child.userData.rotationSpeed;
child.rotation.set(
child.rotation.x + rotationSpeed.x,
child.rotation.y + rotationSpeed.y,
child.rotation.z + rotationSpeed.z
);
}
}
}
function render() {
if (mesh.isBatchedMesh) {
mesh.sortObjects = api.sortObjects;
mesh.perObjectFrustumCulled = api.perObjectFrustumCulled;
mesh.setCustomSort(api.useCustomSort ? sortFunction : null);
}
renderer.render(scene, camera);
}
}
};
export {
exampleInfo as default
};
ts
import { Loader, TypedArray } from 'three';
/**
* 官网示例的多端使用封装把版本
* */
export interface OfficialExampleInfo extends MiniProgramMeta {
/*** 示例名称(保持和官网一致)*/
name: string;
/** main */
init: (context: LoadContext) => void;
}
export interface LoadContext {
//为了减少官方代码的改动,实际上等同于 canvas
window: EventTarget & { innerWidth: number; innerHeight: number; devicePixelRatio: number };
/** HTMLCanvasElement */
canvas: any;
/** https://www.npmjs.com/package/lil-gui */
GUI: any;
/**
* https://www.npmjs.com/package/stats.js
* 也可以使用其他受支持的版本
* */
Stats: any;
/** 收集需要 dispose 的对象(官方示例没有处理这部分)*/
needToDispose: (...objs: any[]) => void | ((fromFn: () => any[]) => void);
/**基于 raq 的通用封装 */
useFrame(animateFunc: (/** ms */ delta: number) => void): { cancel: () => void };
/** 显示加载模态框 */
requestLoading(text?: string): Promise<void>;
/** 隐藏加载模态框*/
cancelLoading(): void;
/** 保存文件的通用封装*/
saveFile(
fileName: string,
data: ArrayBuffer | TypedArray | DataView | string
): Promise<string | null>;
/** 示例使用 DracoDecoder 时的资源路径 */
DecoderPath: {
GLTF: string;
STANDARD: string;
};
/** 为资源路径拼上 CDN 前缀 */
withCDNPrefix(path: string): string;
/**
* 在小程序中应使用 import { VideoTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/VideoTexture.js';
* 正常情况(web) 可直接使用 THREE.VideoTexture
* */
getVideoTexture(videoOptions: VideoOptions): Promise<[{ isVideoTexture: true }, video: any]>;
/**
* 在小程序中应使用 import { CameraTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/CameraTexture.js';
* 正常情况(web) 可参考示例 webgl_materials_video_webcam
* */
getCameraTexture(): { isVideoTexture: true };
/** 用于动态修改 info 中的占位符*/
bindInfoText(template: `$${string}$`, initValue?: string): { value: string };
/** 分屏控件对应的事件回调 */
onSlideStart(handle: () => void): void;
/** 分屏控件对应的事件回调 */
onSlideEnd(handle: () => void): void;
/** 分屏控件对应的事件回调 */
onSlideChange(handle: (offset: number, boxSize: number) => void): void;
}
export type VideoOptions = {
src: string;
/** 相当于 HTMLVideoElement 的 naturalWidth (小程序中获取不到)*/
width: number;
/** 相当于 HTMLVideoElement 的 naturalHeight (小程序中获取不到)*/
height: number;
loop?: boolean;
autoplay?: boolean;
muted?: boolean;
};
/** 示例小程序中使用的一些配置 */
export interface MiniProgramMeta {
/** 用于统计加载相关信息 */
useLoaders: Loader[];
/** 通用 info */
info: TagItem[][];
/** 特殊 info */
infoPanel?: {
left?: [string, string][];
right?: [string, string][];
};
/** 分屏控件配置 */
needSlider?: {
/** 方向 */
direction?: 'horizontal' | 'vertical';
/** 初始偏移 0-100 */
initPosition?: number;
};
/** 操作摇杆控件 */
needArrowControls?: boolean;
/** 默认需要的画布类型 */
canvasType?: '2d' | 'webgl' | 'webgl2';
/** 为保持效果一致所需要的画布样式 */
canvasStyle?: {
bgColor?: string;
width?: number | string;
height?: number | string;
};
/** 部分示例需要在加载前进行一些提示 */
initAfterConfirm?: {
/**
* 提示类型
* @default 'default'
* */
type?: 'warning' | 'default';
text: string[];
};
}
export interface BaseTag<T extends string> {
tag: T;
content: string;
}
export interface ATag extends BaseTag<'a'> {
link: string;
}
export type TextTag = BaseTag<'text'>;
export type TagItem = TextTag | ATag;