Three.js:设置`texture.needsUpdate = true`非常慢

时间:2018-07-26 15:10:26

标签: javascript three.js

我正在一个Three.js场景中,我想在一段时间后更新一些纹理。我发现更新纹理的速度非常慢,并且将FPS拖到仅1-2 FPS了几秒钟(仅更新单个纹理时)。

有什么办法可以加快纹理更新?其他人在这个问题上可以提供的任何见解将不胜感激。

要查看此行为,请单击以下示例的窗口。这将加载第一个纹理更新(再次单击将触发第二个纹理更新)。如果您尝试在这些单击之一后进行缩放,则会发现屏幕死机,并且FPS会急剧下降。有人知道如何解决此问题吗?

<html>
<head>
  <style>
  html, body { width: 100%; height: 100%; background: #000; }
  body { margin: 0; overflow: hidden; }
  canvas { width: 100%; height: 100%; }
  </style>
</head>
<body>
  <script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/88/three.min.js'></script>
  <script src='https://rawgit.com/YaleDHLab/pix-plot/master/assets/js/trackball-controls.js'></script>
  <script src='https://rawgit.com/mrdoob/stats.js/master/build/stats.min.js'></script>

    <script type='x-shader/x-vertex' id='vertex-shader'>
    precision highp float;

    uniform mat4 modelViewMatrix;
    uniform mat4 projectionMatrix;

    uniform vec3 cameraPosition;

    attribute vec3 position; // sets the blueprint's vertex positions
    attribute vec3 translation; // x y translation offsets for an instance
    attribute float texIdx; // the texture index to access

    varying float vTexIdx;

    void main() {
      // set point position
      vec3 pos = position + translation;
      vec4 projected = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
      gl_Position = projected;

      // assign the varyings
      vTexIdx = texIdx;

      // use the delta between the point position and camera position to size point
      float xDelta = pow(projected[0] - cameraPosition[0], 2.0);
      float yDelta = pow(projected[1] - cameraPosition[1], 2.0);
      float zDelta = pow(projected[2] - cameraPosition[2], 2.0);
      float delta  = pow(xDelta + yDelta + zDelta, 0.5);
      gl_PointSize = 40000.0 / delta;
    }
    </script>

    <script type='x-shader/x-fragment' id='fragment-shader'>
    precision highp float;

    uniform sampler2D a;
    uniform sampler2D b;

    varying float vTexIdx;

    void main() {
      int textureIndex = int(vTexIdx);
      vec2 uv = vec2(gl_PointCoord.x, gl_PointCoord.y);
      if (textureIndex == 0) {
        gl_FragColor = texture2D(a, uv);
      } else if (textureIndex == 1) {
        gl_FragColor = texture2D(b, uv);
      }
    }
    </script>

  <script>

  /**
  * Generate a scene object with a background color
  **/

  function getScene() {
    var scene = new THREE.Scene();
    scene.background = new THREE.Color(0xaaaaaa);
    return scene;
  }

  /**
  * Generate the camera to be used in the scene
  **/

  function getCamera() {
    var aspectRatio = window.innerWidth / window.innerHeight;
    var camera = new THREE.PerspectiveCamera(75, aspectRatio, 0.1, 100000);
    camera.position.set(0, 1, -6000);
    return camera;
  }

  /**
  * Generate the renderer to be used in the scene
  **/

  function getRenderer() {
    // Create the canvas with a renderer
    var renderer = new THREE.WebGLRenderer({antialias: true});
    // Add support for retina displays
    renderer.setPixelRatio(window.devicePixelRatio);
    // Specify the size of the canvas
    renderer.setSize(window.innerWidth, window.innerHeight);
    // Add the canvas to the DOM
    document.body.appendChild(renderer.domElement);
    return renderer;
  }

  /**
  * Generate the controls to be used in the scene
  **/

  function getControls(camera, renderer) {
    var controls = new THREE.TrackballControls(camera, renderer.domElement);
    controls.zoomSpeed = 0.4;
    controls.panSpeed = 0.4;
    return controls;
  }

  /**
  * Generate the points for the scene
  **/

  function addPoints(scene) {
    var BA = THREE.BufferAttribute;
    var IBA = THREE.InstancedBufferAttribute;
    var geometry  = new THREE.InstancedBufferGeometry();

    // add data for each observation
    var n = 10000; // number of observations
    var rootN = n**(1/2);
    var cellSize = 20;
    var translation = new Float32Array( n * 3 );
    var texIdx = new Float32Array( n );
    var translationIterator = 0;
    var texIterator = 0;
    for (var i=0; i<n*3; i++) {
      var x = Math.random() * n - (n/2);
      var y = Math.random() * n - (n/2);
      translation[translationIterator++] = x;
      translation[translationIterator++] = y;
      translation[translationIterator++] = Math.random() * n - (n/2);
      texIdx[texIterator++] = (x + y) > (n/8) ? 1 : 0;
    }
    var positionAttr = new BA(new Float32Array( [0, 0, 0] ), 3);
    var translationAttr = new IBA(translation, 3, 1);
    var texIdxAttr = new IBA(texIdx, 1, 1);
    positionAttr.dynamic = true;
    translationAttr.dynamic = true;
    texIdxAttr.dynamic = true;
    geometry.addAttribute('position', positionAttr);
    geometry.addAttribute('translation', translationAttr);
    geometry.addAttribute('texIdx', texIdxAttr);

    var canvases = [
      getElem('canvas', { width: 16384, height: 16384, }),
      getElem('canvas', { width: 16384, height: 16384, }),
    ]

    var textures = [
      getTexture( canvases[0] ),
      getTexture( canvases[1] ),
    ];

    var material = new THREE.RawShaderMaterial({
      uniforms: {
        a: {
          type: 't',
          value: textures[0],
        },
        b: {
          type: 't',
          value: textures[1],
        }
      },
      vertexShader: document.getElementById('vertex-shader').textContent,
      fragmentShader: document.getElementById('fragment-shader').textContent,
    });
    var mesh = new THREE.Points(geometry, material);
    mesh.frustumCulled = false; // prevent the mesh from being clipped on drag
    scene.add(mesh);

    // on the first window click, paint red points
    // on the second window click, paint blue points
    var clicks = 0;
    window.addEventListener('click', function() {
      if (clicks == 0 || clicks == 1) {
        var canvas = canvases[clicks];
        var ctx = canvas.getContext('2d');
        ctx.fillStyle = clicks == 0 ? 'red' : 'blue';
        ctx.rect(0, 0, 16384, 16384);
        ctx.fill();
        textures[clicks].needsUpdate = true;
        clicks++;
      }
    })
  }

  function getTexture(canvas) {
    var tex = new THREE.Texture(canvas);
    tex.needsUpdate = true;
    tex.flipY = false;
    return tex;
  }

  /**
  * Create an element
  **/

  function getElem(tag, obj) {
    var obj = obj || {};
    var elem = document.createElement(tag);
    Object.keys(obj).forEach(function(attr) {
      elem[attr] = obj[attr];
    })
    return elem;
  }

  /**
  * Add stats
  **/

  function getStats() {
    var stats = new Stats();
    stats.domElement.style.position = 'absolute';
    stats.domElement.style.top = '65px';
    stats.domElement.style.right = '5px';
    stats.domElement.style.left = 'initial';
    document.body.appendChild(stats.domElement);
    return stats;
  }


  /**
  * Render!
  **/

  function render() {
    requestAnimationFrame(render);
    renderer.render(scene, camera);
    controls.update();
    stats.update();
  };

  /**
  * Main
  **/

  var stats = getStats();
  var scene = getScene();
  var camera = getCamera();
  var renderer = getRenderer();
  var controls = getControls(camera, renderer);
  addPoints(scene);
  render();

  </script>
</body>
</html>

1 个答案:

答案 0 :(得分:3)

您的画布是16384 x16384。这基本上是疯狂的。

对于RGBA格式,即1073741824字节.. 千兆字节纹理数据,当您设置该Texture.needsUpdate = true时,该数据将从CPU发送到GPU。

您肯定会注意到这已上传到卡中。

如果您的用例绝对需要那么大的纹理,那么您可能需要考虑通过gl.texSubImage2D进行增量更新,或者使用一堆较小的纹理并且仅更新每帧一个,或者仅在以下位置更新这些纹理应用的开始,而不是之后。

作为参考,我很少看到需要每面纹理大于4k的情况。

大约是纹理大小的1/16。

这与three.js btw无关。这是GPU / CPU交互的基本特征。上传和状态更改很慢,必须精心安排和监视。