学习 webgl 高效绘制粒子系统

一、效果图:

粒子系统

二、实现过程

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<head><title>WebGL高性能渲染title><meta charset="utf-8"><meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"><style>body {color: #cccccc;font-family:Monospace;font-size:13px;text-align:center;background-color: #050505;margin: 0px;overflow: hidden;}#info {position: absolute;top: 0px; width: 100%;padding: 5px;}a {color: #0080ff;}style>
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<body><div id="container">div>
<div id="info">高性的绘制点数据讲解,绘制了50万个点,帧数在30帧以上div><script src="js/three.js">script><script src="js/Detector.js">script>
<script src="js/libs/stats.min.js">script><script>//判断浏览器是否支持WebGLif ( ! Detector.webgl ) Detector.addGetWebGLMessage();var container, stats;var camera, scene, renderer;var mesh;init();animate();  //实现真循环function init() {container = document.getElementById( 'container' );//camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 3500 );camera.position.z = 2750;scene = new THREE.Scene();scene.fog = new THREE.Fog( 0x050505, 2000, 3500 );//scene.add( new THREE.AmbientLight( 0x444444 ) );var light1 = new THREE.DirectionalLight( 0xffffff, 0.5 );light1.position.set( 1, 1, 1 );scene.add( light1 );var light2 = new THREE.DirectionalLight( 0xffffff, 1.5 );light2.position.set( 0, -1, 0 );scene.add( light2 );//var triangles = 1600000;var geometry = new THREE.BufferGeometry();var positions = new Float32Array( triangles * 3 * 3 );// 这里是每个顶点一个法线,也可以一个面一个法线var normals = new Float32Array( triangles * 3 * 3 );// 每个顶点一种颜色var colors = new Float32Array( triangles * 3 * 3 );var color = new THREE.Color();var n = 800, n2 = n/2;	// triangles spread in the cubevar d = 12, d2 = d/2;	// individual triangle sizevar pA = new THREE.Vector3();var pB = new THREE.Vector3();var pC = new THREE.Vector3();var cb = new THREE.Vector3();var ab = new THREE.Vector3();for ( var i = 0; i < positions.length; i += 9 ) {// positionsvar x = Math.random() * n - n2;var y = Math.random() * n - n2;var z = Math.random() * n - n2;var ax = x + Math.random() * d - d2;var ay = y + Math.random() * d - d2;var az = z + Math.random() * d - d2;var bx = x + Math.random() * d - d2;var by = y + Math.random() * d - d2;var bz = z + Math.random() * d - d2;var cx = x + Math.random() * d - d2;var cy = y + Math.random() * d - d2;var cz = z + Math.random() * d - d2;positions[ i ]     = ax;positions[ i + 1 ] = ay;positions[ i + 2 ] = az;positions[ i + 3 ] = bx;positions[ i + 4 ] = by;positions[ i + 5 ] = bz;positions[ i + 6 ] = cx;positions[ i + 7 ] = cy;positions[ i + 8 ] = cz;// flat face normalspA.set( ax, ay, az );pB.set( bx, by, bz );pC.set( cx, cy, cz );cb.subVectors( pC, pB );ab.subVectors( pA, pB );cb.cross( ab );cb.normalize();var nx = cb.x;var ny = cb.y;var nz = cb.z;normals[ i ]     = nx;normals[ i + 1 ] = ny;normals[ i + 2 ] = nz;normals[ i + 3 ] = nx;normals[ i + 4 ] = ny;normals[ i + 5 ] = nz;normals[ i + 6 ] = nx;normals[ i + 7 ] = ny;normals[ i + 8 ] = nz;// colorsvar vx = ( x / n ) + 0.5;var vy = ( y / n ) + 0.5;var vz = ( z / n ) + 0.5;color.setRGB( vx, vy, vz );colors[ i ]     = color.r;colors[ i + 1 ] = color.g;colors[ i + 2 ] = color.b;colors[ i + 3 ] = color.r;colors[ i + 4 ] = color.g;colors[ i + 5 ] = color.b;colors[ i + 6 ] = color.r;colors[ i + 7 ] = color.g;colors[ i + 8 ] = color.b;}geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );// geometry.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );geometry.computeBoundingSphere();// var material = new THREE.MeshPhongMaterial( {//     color: 0xaaaaaa, specular: 0xffffff, shininess: 250,//     side: THREE.DoubleSide, vertexColors: THREE.VertexColors// } );var material = new THREE.PointsMaterial({size:1,vertexColors:THREE.VertexColors});mesh = new THREE.Mesh( geometry, material );scene.add( mesh );//renderer = new THREE.WebGLRenderer( { antialias: false } );renderer.setClearColor( scene.fog.color );renderer.setPixelRatio( window.devicePixelRatio );renderer.setSize( window.innerWidth, window.innerHeight );renderer.gammaInput = true;renderer.gammaOutput = true;container.appendChild( renderer.domElement );//stats = new Stats();stats.domElement.style.position = 'absolute';stats.domElement.style.top = '0px';container.appendChild( stats.domElement );//window.addEventListener( 'resize', onWindowResize, false );}function onWindowResize() {//改变相机的纵横比例以及更新相机的投影矩阵camera.aspect = window.innerWidth / window.innerHeight;camera.updateProjectionMatrix();renderer.setSize( window.innerWidth, window.innerHeight );}//function animate() {requestAnimationFrame( animate );render();stats.update();}function render() {var time = Date.now() * 0.001;mesh.rotation.x = time * 0.25;mesh.rotation.y = time * 0.5;renderer.render( scene, camera );}script>body>
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