我使用WebGL(没有任何框架)绘制了数千个彩色四边形,在我的笔记本电脑上,大约80k四边形以60fps的速度移动但超过80K四边形,fps开始定期挥动。像几帧30fp,一帧60帧/秒。当我查看Chrome的性能工具时,我注意到GPU耗费了太多时间。
当我运行100k四边形时,这就是Chrome Performance工具的样子
这是我没有移动四边形的例子。动态一个也有相同的效果,但STATIC一个更好地显示我的问题,因为没有JS开销。
我的代码在这里:
var objects = [];
var MAX_COUNT = 10000;
var projectionMatrix;
var gl;
var positionVertexBuffer;
var colorVertexBuffer;
var indicesBuffer;
{
gl = document.getElementById("renderCanvas").getContext("webgl", {preserveDrawingBuffer: false});
gl.disable(gl.STENCIL_TEST);
gl.disable(gl.DEPTH_TEST);
document.getElementById("renderCanvas").onclick = createObjects;
createObjects();
requestAnimationFrame(updateScreen);
}
function createObjects () {
projectionMatrix = new Float32Array([
0.0033333333333333335,0,0,
0,-0.0033333333333333335,0,
0,0,1
]);
var rObject = {};
rObject.projectionMatrix = projectionMatrix;
createPrograms(rObject);
createAttributes(rObject);
createMoveObjects(rObject);
rObject.id = "id_" + objects.length ;
objects.push(rObject);
}
function createMoveObjects (outObject) {
outObject.points = [];
var k = 0;
for (var i = 0; i < MAX_COUNT; i++) {
var x = (Math.random() * 600) - 300;
var y = (Math.random() * 600) - 300;
var vx = (Math.random() * 10) - 5;
var vy = (Math.random() * 10) - 5;
var size = 30 + Math.random() * 1;
var w = 26 / 2;
var h = 37 / 2;
var p = {w:w, h:h, x:x, y:y, vx:vx, vy:vy, size:size};
outObject.points.push(p);
}
}
var shaderProgram;
function createPrograms(outObject) {
var vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, document.getElementById("vertexShader").textContent );
gl.compileShader(vertexShader);
if ( !gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS) ) {
let finfo = gl.getShaderInfoLog( vertexShader );
console.log("Vertex Shader Fail" , finfo);
}
var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, document.getElementById("fragmentShader").textContent);
gl.compileShader(fragmentShader);
if ( !gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS) ) {
let finfo = gl.getShaderInfoLog( fragmentShader );
console.log("Fragment Shader Fail" , finfo);
}
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
var pmlocation = gl.getUniformLocation(shaderProgram,"projectionMatrix");
gl.useProgram(shaderProgram);
gl.uniformMatrix3fv(pmlocation, false , outObject.projectionMatrix);
outObject.projectionMatrixLocation = pmlocation;
outObject.shaderProgram = shaderProgram;
}
function createAttributes(outObject) {
var vertices = new Float32Array(MAX_COUNT * 8);
var colors = new Float32Array(MAX_COUNT * 12);
var indices = new Uint16Array(6 * MAX_COUNT);
var index = 0;
for (var i = 0; i < indices.length; i+=6) {
indices[i ] = index;
indices[i + 1] = index + 1;
indices[i + 2] = index + 2;
indices[i + 3] = index + 1;
indices[i + 4] = index + 3;
indices[i + 5] = index + 2;
index += 4;
}
var r,g,b;
for (var i = 0; i < colors.length; i+=12) {
r = Math.random();
g = Math.random();
b = Math.random();
colors[i] = r;
colors[i + 1] = g;
colors[i + 2] = b;
colors[i + 3] = r;
colors[i + 4] = g;
colors[i + 5] = b;
colors[i + 6] = r;
colors[i + 7] = g;
colors[i + 8] = b;
colors[i + 9] = r;
colors[i + 10] = g;
colors[i + 11] = b;
}
var k = 0;
var w = 26 / 2;
var h = 37 / 2;
var x,y;
for (var i = 0; i < vertices.length; i++) {
x = (Math.random() * 600) - 300;
y = (Math.random() * 600) - 300;
vertices[k] = -w + x; vertices[k + 1] = h + y;
vertices[k + 2] = -w + x; vertices[k + 3] = -h + y;
vertices[k + 4] = w + x; vertices[k + 5] = h + y;
vertices[k + 6] = w + x; vertices[k + 7] = -h + y;
k +=8;
}
positionVertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionVertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
positionVertexBuffer.location = gl.getAttribLocation(shaderProgram,"position");
gl.vertexAttribPointer(positionVertexBuffer.location,2 ,gl.FLOAT, false, 0,0);
gl.enableVertexAttribArray(positionVertexBuffer.location);
colorVertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, colorVertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
colorVertexBuffer.location = gl.getAttribLocation(shaderProgram,"color");
gl.vertexAttribPointer(colorVertexBuffer.location,3 ,gl.FLOAT, false, 0,0);
gl.enableVertexAttribArray(colorVertexBuffer.location);
indicesBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indicesBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
outObject.positionVertexBuffer = positionVertexBuffer;
outObject.colorVertexBuffer = colorVertexBuffer;
outObject.indicesBuffer = indicesBuffer;
outObject.vertices = vertices;
outObject.indices = indices;
outObject.colors = colors;
outObject.colorVertexLocation = colorVertexBuffer.location;
outObject.positionVertexLocation = positionVertexBuffer.location;
}
function updateAllPoints() {
var points;
var p;
for (var i = 0; i < objects.length; i++) {
points = objects[i].points;
var k = 0;
for (var j = 0; j < points.length; j++) {
p = points[j];
p.x += p.vx;
p.y += p.vy;
if(p.x >= 300){
p.x = 300;
p.vx *= -1;
} else if(p.x <= -300) {
p.x = -300;
p.vx *= -1;
} else if(p.y >= 300){
p.y = 300;
p.vy *= -1;
} else if(p.y <= -300) {
p.y = -300;
p.vy *= -1;
}
var vertices = objects[i].vertices;
vertices[k] = -p.w + p.x; vertices[k + 1] = p.h + p.y;
vertices[k + 2] = -p.w + p.x; vertices[k + 3] = -p.h + p.y;
vertices[k + 4] = p.w + p.x; vertices[k + 5] = p.h + p.y;
vertices[k + 6] = p.w + p.x; vertices[k + 7] = -p.h + p.y;
k +=8;
}
}
}
function renderScene() {
// updateAllPoints();
var totalDraw = 0;
gl.clearColor(0.3,0.3,0.3,1);
gl.clear(gl.COLOR_BUFFER_BIT);
var rO;
for (var i = 0; i < objects.length; i++) {
rO = objects[i];
drawObjects(rO);
totalDraw += MAX_COUNT;
}
document.getElementById("objectCounter").innerHTML = totalDraw + " Objects"
}
function drawObjects (rO) {
gl.useProgram(rO.shaderProgram);
gl.bindBuffer(gl.ARRAY_BUFFER, rO.positionVertexBuffer);
// gl.bufferSubData(gl.ARRAY_BUFFER, 0, rO.vertices);
gl.vertexAttribPointer(rO.positionVertexLocation,2 ,gl.FLOAT, false, 0,0);
gl.bindBuffer(gl.ARRAY_BUFFER, rO.colorVertexBuffer);
gl.vertexAttribPointer(rO.colorVertexLocation,3 ,gl.FLOAT, false, 0,0);
gl.drawElements(gl.TRIANGLES,MAX_COUNT * 6 , gl.UNSIGNED_SHORT, 0);
}
function updateScreen() {
if(gl){
renderScene();
requestAnimationFrame(updateScreen);
}
}
&#13;
<script id="vertexShader" type="x-shader/x-vertex">
uniform mat3 projectionMatrix;
attribute vec2 position;
attribute vec3 color;
varying vec3 colorData;
void main() {
colorData = color;
vec3 newPos = vec3(position.x, position.y, 1.0 ) * projectionMatrix;
gl_Position = vec4(newPos , 1.0);
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
precision lowp float;
uniform sampler2D uSampler;
varying vec3 colorData;
void main() {
gl_FragColor = vec4(colorData, 1.0);
}
</script>
<canvas id="renderCanvas" width="200" height="200"></canvas>
<div id="objectCounter">10000 Objects</div>
<div>Evevy Click adds 10K Squares </div>
&#13;
我还检查了其他示例并找到了PixiJS的Bunnymark test,你可以在60fps的速度下运行120k兔子但没有GPU开销。
在比较Bunnymark测试时,我的GPU花费了太多时间而且我不知道为什么。我认为它(我认为我做过)但问题仍然存在。
答案 0 :(得分:0)
事实证明,这是因为我将antialias默认为上下文属性,似乎&#34; true&#34;。无法相信我没有注意到。
这段代码对我有用
removeIfOccurrences(IntPredicate)
答案 1 :(得分:0)
使用 scene.remove(mesh) 或 mesh.parent.remove(mesh)