我有代码。抱歉,我没有要上传的图片。
在代码中我有两个功能
UseMeshNormalMaterial()
和UsePngMaterial()
这样您就可以轻松测试代码,如果您有一些图像。
(取消注释一个或另一个并加载页面)
两个调用之间的差异是UseMeshNormalMaterial
使用MeshNormalMaterial
而UsePngMaterial
使用MeshBasicMaterial
的索引数组。差异令人吃惊。 UseMeshNormalMaterial
以60fp自由运行,UsePngMaterial
以0至2 fps运行。
所以我需要帮助或指导。我会在这一点上提出任何想法。
这是代码。
<!DOCTYPE html>
<html>
<head>
<meta charset=utf-8>
<meta name="viewport" content="width=device-width, minimum-scale=1.0">
<title>TestHTML</title>
<style>
body {
background: #fff;
padding: 0;
margin: 0;
font-weight: bold;
overflow: hidden;
}
</style>
</head>
<body style="margin: 0;">
<script src="js/three.min.js"></script>
<script src="js/stats.min.js"></script>
<script>
var camera = new THREE.PerspectiveCamera( 30, window.innerWidth/window.innerHeight, 0.1, 5000.0);
var mouseX = 0, mouseY = 0;
var aspectratio = window.innerWidth/window.innerHeight;
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.cullFace = THREE.CullFaceFrontBack;
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.shadowMap.enabled = false;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild( renderer.domElement );
var scene = new THREE.Scene();
scene.add(camera);
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
window.addEventListener('resize', resize, false);
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
// Our Javascript will go here.
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.zIndex = 100;
document.body.appendChild( stats.domElement );
// this must be defined before MJMotion.js
// we use it in there.
var scenesizereduction = 100.0;
var directionalLight = new THREE.DirectionalLight(0xffffff, 0.15);
directionalLight.position.set(-100, 1000,2000);
scene.add(directionalLight);
var hemiLight = new THREE.HemisphereLight(0xAAAAAA, 0x080808, 0.25);
hemiLight.position.set(0, 500, 0);
scene.add(hemiLight);
var dirLight = new THREE.DirectionalLight( 0xffffff, 0 );
dirLight.color.setHSL( 0.1, 1, 0.95 );
dirLight.position.set( -1, 1.75, 1 );
dirLight.position.multiplyScalar( 50 );
scene.add( dirLight );
dirLight.castShadow = false;
dirLight.shadowMapWidth = 2048;
dirLight.shadowMapHeight = 2048;
var d = 150;
dirLight.shadowCameraLeft = -d;
dirLight.shadowCameraRight = d;
dirLight.shadowCameraTop = d;
dirLight.shadowCameraBottom = -d;
dirLight.shadowCameraFar = 3500;
dirLight.shadowBias = -0.00005;
var textures20Geometry = new THREE.BoxGeometry(2.0,0.95 , .80 );
var textures40Geometry = new THREE.BoxGeometry(4.0 , 0.95, .80 );
var Cube20Mesh= new THREE.Mesh( textures20Geometry);
var Cube40Mesh= new THREE.Mesh(textures40Geometry);
var CubeGeometry = new THREE.Geometry();
//Add grid
var gridXZ = new THREE.GridHelper(1000, 100);
gridXZ.setColors( new THREE.Color(0x8f8f8f), new THREE.Color(0x8f8f8f) );
gridXZ.position.set(0,0,0 );
scene.add(gridXZ);
var CubeMaterials = [
new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/cube01.png')}),
new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/cube02.png')}),
new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/cube03.png')}),
new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/cube04.png')}),
new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/cube05.png')}),
new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/cube06.png')}),
new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/cube07.png')}),
new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/cube08.png')}),
new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/cube09.png')}),
new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/cube10.png')}),
new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/cube11.png')}),
new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/cube12.png')})
];
var objects = [];
var material = new THREE.MeshNormalMaterial();
// here are the two lines of code that make all the difference.
//use one of the other.
// VERY fast using NO image textures.
UseMeshNormalMaterial();
// VERY slow using image textures.
// UsePngMaterial();
animate();
function UseMeshNormalMaterial()
{
for(var i = 0; i < 25000; i++)
{
addCube20("cube" + i, (Math.random() * 500) - 50, (Math.random() * 500) - 50, Math.random() * 2 * Math.PI,1);
addCube40("cube" + i, (Math.random() * 500) - 50, (Math.random() * 500) - 50, Math.random() * 2 * Math.PI,6);
}
DisplayCubes();
}
function UsePngMaterial()
{
for(var i = 0; i < 25000; i++)
{
addCube201("cube" + i, (Math.random() * 500) - 50, (Math.random() * 500) - 50, Math.random() * 2 * Math.PI,1);
addCube401("cube" + i, (Math.random() * 500) - 50, (Math.random() * 500) - 50, Math.random() * 2 * Math.PI,6);
}
DisplayCubes1();
}
function addCube20(name, x1,z1,azimuth,MaterialIndex)
{
Cube20Mesh.position.set(x1, (Math.random() * 100) - 100, z1);
Cube20Mesh.rotation.x = azimuth;
Cube20Mesh.rotation.y = Math.random() * 2 * Math.PI;
Cube20Mesh.name = name;
Cube20Mesh.updateMatrix();
CubeGeometry.merge(Cube20Mesh.geometry, Cube20Mesh.matrix);
};
function addCube40(name, x1,z1,azimuth,MaterialIndex)
{
Cube40Mesh.position.set(x1, (Math.random() * 100) - 100, z1);
Cube40Mesh.rotation.x = azimuth;
Cube40Mesh.rotation.y = Math.random() * 2 * Math.PI;
Cube40Mesh.name = name;
Cube40Mesh.updateMatrix();
CubeGeometry.merge(Cube40Mesh.geometry, Cube40Mesh.matrix);
};
function addCube201(name, x1,z1,azimuth,MaterialIndex)
{
Cube20Mesh.position.set(x1, (Math.random() * 100) - 100, z1);
Cube20Mesh.rotation.x = azimuth;
Cube20Mesh.rotation.y = Math.random() * 2 * Math.PI;
Cube20Mesh.name = name;
Cube20Mesh.updateMatrix();
CubeGeometry.merge(Cube20Mesh.geometry, Cube20Mesh.matrix,MaterialIndex);
};
function addCube401(name, x1,z1,azimuth,MaterialIndex)
{
Cube40Mesh.position.set(x1, (Math.random() * 100) - 100, z1);
Cube40Mesh.rotation.x = azimuth;
Cube40Mesh.rotation.y = Math.random() * 2 * Math.PI;
Cube40Mesh.name = name;
Cube40Mesh.updateMatrix();
CubeGeometry.merge(Cube40Mesh.geometry, Cube40Mesh.matrix,MaterialIndex);
};
function DisplayCubes()
{
var CubeGroup = new THREE.Mesh(CubeGeometry, material);
CubeGroup.matrixAutoUpdate = false;
CubeGroup.updateMatrix();
scene.add(CubeGroup);
};
function DisplayCubes1()
{
var CubeGroup = new THREE.Mesh(CubeGeometry, new THREE.MeshFaceMaterial(CubeMaterials));
CubeGroup.matrixAutoUpdate = false;
CubeGroup.updateMatrix();
scene.add(CubeGroup);
};
function onDocumentMouseMove(event)
{
mouseX = ( event.clientX - windowHalfX ) * 10;
mouseY = ( event.clientY - windowHalfY ) * 10;
};
function resize()
{
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
};
function animate()
{
camera.position.x += ( mouseX - camera.position.x ) * .005;
camera.position.y += ( - mouseY - camera.position.y ) * .005;
camera.lookAt( scene.position );
for ( var i = 0, il = objects.length; i < il; i ++ )
{
objects[ i ].rotation.x += 0.01;
objects[ i ].rotation.y += 0.02;
}
requestAnimationFrame( animate );
renderer.render(scene, camera);
stats.update();
};
</script>
</body>
</html>
答案 0 :(得分:0)
CubeGeometry.sortFacesByMaterialIndex()是神奇的子弹。 如果没有这个调用并使用三个js将会进行数千次调用,但是如果你对sortFacesByMaterialIndex进行排序,它会分解为几个。