我正在尝试为我的网站背景创建 webgl 动画,灵感来自“Threejs - 云示例”( http://mrdoob.com/lab/javascript/webgl/clouds/ )。在我的电脑上,它看起来相当不错......但对于某些 PC 来说,它非常慢。
有没有办法进一步优化我的代码,并检测显卡是否不支持webgl?
我的动画(背景):http://wabeo.fr/?theme=auriga-7
我的代码:
var container = document.getElementById('container');
var wi = window.innerWidth;
var he = window.innerHeight;
var renderer = new THREE.WebGLRenderer({
antialias: true
});
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75,wi/he,1,10000);
var distance = 500;
var geometry2 = new THREE.Geometry();
renderer.setSize(wi ,he);
container.appendChild(renderer.domElement);
scene.add(camera);
var texture = THREE.ImageUtils.loadTexture( '/wp-content/themes/auriga-7/i/cloud.png' );
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
var m = new THREE.MeshBasicMaterial( {color:0x000000} );
var material = new THREE.MeshBasicMaterial( { map: texture,transparent: true} );
var plane = new THREE.PlaneGeometry( 400,400,4,4 );
for ( ix = 0; ix <45; ix++ ) {
item = new THREE.Mesh( plane, m );
item.position.x = ((Math.random()-0.5)*(Math.random() * wi/2) /4)*Math.random()*10;
item.position.y = ((Math.random()-0.5)*(Math.random() * he/2) /4)*Math.random()*10;
item.position.z = ix*10-50;
item.rotation.z = Math.random() *250;
item.scale.x = item.scale.y = Math.random() * Math.random() * 2 + 0.5;
THREE.GeometryUtils.merge(geometry2,item);
}
mesh = new THREE.Mesh( geometry2, material );
scene.add(mesh);
camera.position.z = distance;
camera.lookAt(scene.position);
renderer.sortObjects = false;
// create a point light
var pointLight =
new THREE.PointLight(0xFFFFFF);
// set its position
pointLight.position.x = 10;
pointLight.position.y = 50;
pointLight.position.z = 130;
// add to the scene
scene.add(pointLight);
requestAnimationFrame(wanarender);
document.addEventListener('mousemove',onMouseMove, false);
window.addEventListener('resize',onResizeMyFuckinBrowser,false);
function onMouseMove(event){
var mouseX = event.clientX - wi/2;
var mouseY = event.clientY - he/2;
camera.position.x = (mouseX - camera.position.x) * 0.02;
camera.position.y = (-mouseY - camera.position.y) * 0.02;
camera.position.z = distance;
camera.lookAt(scene.position);
}
function onResizeMyFuckinBrowser(){
var wi = window.innerWidth;
var he = window.innerHeight;
renderer.setSize(wi ,he);
}
function wanarender(){
requestAnimationFrame(wanarender);
renderer.render(scene, camera);
}
感谢您的帮助:-)
最佳答案
快速查看 Mr Doob 代码,我注意到一些可能对您有所帮助的优化。如果您检查 Mr Doob 的示例,您可以看到他的云纹理是 256 x 256 px 图像,而您的是 800 x 800。这里需要考虑两件事:
首先,尝试使用 2 的幂作为纹理大小,即 256、512、1024...这是因为显卡针对这些尺寸的纹理进行了优化。
其次,800 x 800 可能比您真正需要的大得多,正如 Mr Doob 演示所演示的那样。大多数时候,您的纹理会缩小到一半或更小。
Mr Doob 演示中另一件引人注目的事情是他正在使用 mipmap。 Mipmap 是指显卡以不同比例预缓存纹理的多个版本,并在任何给定时间使用最接近当前级别的版本。这使得纹理缩放更加有效,因此打开它们可能会加快速度。
您的代码:
texture.minFilter = THREE.LinearFilter;
texture.magFilter = THREE.LinearFilter;
杜布先生的代码:
texture.magFilter = THREE.LinearMipMapLinearFilter;
texture.minFilter = THREE.LinearMipMapLinearFilter;
关于 WebGL 的检测,请参阅此 Stack Overflow 答案以获取信息:
Three.js detect webgl support and fallback to regular canvas
关于javascript - 尽管 requestAnimationFrame() 我的 WebGL 动画还是很慢,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/12747896/