我的研究实验室正在一个网页上显示3d模型的长长的可滚动列表,大约50左右。我们的第一个想法是使用单独的THREE.js WebGL上下文来执行此操作,但是考虑到WebGL的体系结构,这似乎是不明智的,并且浏览器似乎将页面上的上下文数限制为大约2 ^ 4。
我不需要这些上下文来做任何令人印象深刻的事情:单个几何图形只有几百个三角形,没有纹理,并且使用鼠标旋转其相机时一次只能动画一个。
我可以说服WebGL以浏览器不会抱怨的方式做我想做的事情吗?我想也许有一个单一的大几何体,我所有的个人模型彼此并排排列,而单独的画布上有视口,每个视图仅显示一个模型。但是似乎不支持。(在相同的上下文中允许有多个视图,但这对我来说不是很有用。)
感谢您的任何想法!
目前尚不清楚为什么您认为需要多个webgl上下文。我猜是因为您想要这样的清单
1. [img] description
description
2. [img] description
description
3. [img] description
description
或者其他的东西?
一些想法
使一个画布足够大以适合屏幕,设置其CSS,以使其不会随页面的其余部分一起滚动。绘制与您想要滚动的任何其他HTML对齐的模型。
制作屏幕外的webgl画布,并使用canvas2d元素进行显示。
为每个模型渲染模型,然后调用
someCanvas2DContextForElementN.drawImage(webGLcanvasElement, ...);
鉴于可能只有很少的画布可见,因此您只需要更新这些画布即可。实际上,回收它们可能是一个好主意。换句话说,与其制作12000个画布或12000个元素列表,不如使其恰好适合屏幕并在滚动时更新它们。
如果我的页面设计允许,我个人可能会选择第一名。似乎可以工作,请参见下文。
事实证明,这真的很容易。我只是拿了一个示例,该示例绘制了100个对象,并且一次绘制了一个对象。
清除屏幕后,打开剪刀测试
gl.enable(gl.SCISSOR_TEST);
然后,对于每个对象
// get the element that is a place holder for where we want to
// draw the object
var viewElement = obj.viewElement;
// get its position relative to the page's viewport
var rect = viewElement.getBoundingClientRect();
// check if it's offscreen. If so skip it
if (rect.bottom < 0 || rect.top > gl.canvas.clientHeight ||
rect.right < 0 || rect.left > gl.canvas.clientWidth) {
return; // it's off screen
}
// set the viewport
var width = rect.right - rect.left;
var height = rect.bottom - rect.top;
var left = rect.left;
var bottom = gl.canvas.clientHeight - rect.bottom - 1;
gl.viewport(left, bottom, width, height);
gl.scissor(left, bottom, width, height);
我不确定100%是否需要将宽度和高度加1。我想我应该查一下。
无论如何,我都会为每个渲染对象计算一个新的投影矩阵,以使代码通用。占位符div可以具有不同的大小。
最初在此处发布的解决方案position: fixed
在画布上使用,以防止其滚动。新的解决方案position: absolute
在像这样渲染之前就使用并更新了转换
gl.canvas.style.transform = `translateY(${window.scrollY}px)`;
使用先前的解决方案,形状在其匹配位置被重绘可能会滞后于滚动。使用新的解决方案,画布会滚动直到我们有时间更新它。这意味着如果我们不能足够快地绘制,可能会缺少几帧形状,但是它看起来比滚动不匹配要好得多。
下面的示例是更新的解决方案。
"use strict";
// using twgl.js because I'm lazy
twgl.setAttributePrefix("a_");
var m4 = twgl.m4;
var gl = twgl.getWebGLContext(document.getElementById("c"));
// compiles shaders, links program, looks up locations
var programInfo = twgl.createProgramInfo(gl, ["vs", "fs"]);
// calls gl.creatBuffer, gl.bindBuffer, gl.bufferData for each shape
// for positions, normals, texcoords
var shapes = [
twgl.primitives.createCubeBufferInfo(gl, 2),
twgl.primitives.createSphereBufferInfo(gl, 1, 24, 12),
twgl.primitives.createPlaneBufferInfo(gl, 2, 2),
twgl.primitives.createTruncatedConeBufferInfo(gl, 1, 0, 2, 24, 1),
twgl.primitives.createCresentBufferInfo(gl, 1, 1, 0.5, 0.1, 24),
twgl.primitives.createCylinderBufferInfo(gl, 1, 2, 24, 2),
twgl.primitives.createDiscBufferInfo(gl, 1, 24),
twgl.primitives.createTorusBufferInfo(gl, 1, 0.4, 24, 12),
];
function rand(min, max) {
return min + Math.random() * (max - min);
}
// Shared values
var lightWorldPosition = [1, 8, -10];
var lightColor = [1, 1, 1, 1];
var camera = m4.identity();
var view = m4.identity();
var viewProjection = m4.identity();
var tex = twgl.createTexture(gl, {
min: gl.NEAREST,
mag: gl.NEAREST,
src: [
255, 255, 255, 255,
192, 192, 192, 255,
192, 192, 192, 255,
255, 255, 255, 255,
],
});
var randColor = function() {
var color = [Math.random(), Math.random(), Math.random(), 1];
color[Math.random() * 3 | 0] = 1; // make at least 1 bright
return color;
};
var objects = [];
var numObjects = 100;
var list = document.getElementById("list");
var listItemTemplate = document.getElementById("list-item-template").text;
for (var ii = 0; ii < numObjects; ++ii) {
var listElement = document.createElement("div");
listElement.innerHTML = listItemTemplate;
listElement.className = "list-item";
var viewElement = listElement.querySelector(".view");
var uniforms = {
u_lightWorldPos: lightWorldPosition,
u_lightColor: lightColor,
u_diffuseMult: randColor(),
u_specular: [1, 1, 1, 1],
u_shininess: 50,
u_specularFactor: 1,
u_diffuse: tex,
u_viewInverse: camera,
u_world: m4.identity(),
u_worldInverseTranspose: m4.identity(),
u_worldViewProjection: m4.identity(),
};
objects.push({
ySpeed: rand(0.1, 0.3),
zSpeed: rand(0.1, 0.3),
uniforms: uniforms,
viewElement: viewElement,
programInfo: programInfo,
bufferInfo: shapes[ii % shapes.length],
});
list.appendChild(listElement);
}
var showRenderingArea = false;
function render(time) {
time *= 0.001;
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.canvas.style.transform = `translateY(${window.scrollY}px)`;
gl.enable(gl.DEPTH_TEST);
gl.disable(gl.SCISSOR_TEST);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.enable(gl.SCISSOR_TEST);
if (showRenderingArea) {
gl.clearColor(0, 0, 1, 1);
}
var eye = [0, 0, -8];
var target = [0, 0, 0];
var up = [0, 1, 0];
m4.lookAt(eye, target, up, camera);
m4.inverse(camera, view);
objects.forEach(function(obj, ndx) {
var viewElement = obj.viewElement;
// get viewElement's position
var rect = viewElement.getBoundingClientRect();
if (rect.bottom < 0 || rect.top > gl.canvas.clientHeight ||
rect.right < 0 || rect.left > gl.canvas.clientWidth) {
return; // it's off screen
}
var width = rect.right - rect.left;
var height = rect.bottom - rect.top;
var left = rect.left;
var bottom = gl.canvas.clientHeight - rect.bottom - 1;
gl.viewport(left, bottom, width, height);
gl.scissor(left, bottom, width, height);
if (showRenderingArea) {
gl.clear(gl.COLOR_BUFFER_BIT);
}
var projection = m4.perspective(30 * Math.PI / 180, width / height, 0.5, 100);
m4.multiply(projection, view, viewProjection);
var uni = obj.uniforms;
var world = uni.u_world;
m4.identity(world);
m4.rotateY(world, time * obj.ySpeed, world);
m4.rotateZ(world, time * obj.zSpeed, world);
m4.transpose(m4.inverse(world, uni.u_worldInverseTranspose), uni.u_worldInverseTranspose);
m4.multiply(viewProjection, uni.u_world, uni.u_worldViewProjection);
gl.useProgram(obj.programInfo.program);
// calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer
twgl.setBuffersAndAttributes(gl, obj.programInfo, obj.bufferInfo);
// calls gl.bindTexture, gl.activeTexture, gl.uniformXXX
twgl.setUniforms(obj.programInfo, uni);
// calls gl.drawArrays or gl.drawElements
twgl.drawBufferInfo(gl, obj.bufferInfo);
});
}
if (true) { // animated
var renderContinuously = function(time) {
render(time);
requestAnimationFrame(renderContinuously);
}
requestAnimationFrame(renderContinuously);
} else {
var requestId;
var renderRequest = function(time) {
render(time);
requestId = undefined;
}
// If animated
var queueRender = function() {
if (!requestId) {
requestId = requestAnimationFrame(renderRequest);
}
}
window.addEventListener('resize', queueRender);
window.addEventListener('scroll', queueRender);
queueRender();
}
* {
box-sizing: border-box;
-moz-box-sizing: border-box;
}
body {
font-family: monospace;
margin: 0;
}
#c {
position: absolute;
top: 0;
width: 100vw;
height: 100vh;
}
#outer {
width: 100%;
z-index: 2;
position: absolute;
top: 0px;
}
#content {
margin: auto;
padding: 2em;
}
#b {
width: 100%;
text-align: center;
}
.list-item {
border: 1px solid black;
margin: 2em;
padding: 1em;
width: 200px;
display: inline-block;
}
.list-item .view {
width: 100px;
height: 100px;
float: left;
margin: 0 1em 1em 0;
}
.list-item .description {
padding-left: 2em;
}
@media only screen and (max-width : 500px) {
#content {
width: 100%;
}
.list-item {
margin: 0.5em;
}
.list-item .description {
padding-left: 0em;
}
}
<script src="//twgljs.org/dist/4.x/twgl-full.min.js"></script>
<body>
<canvas id="c"></canvas>
<div id="outer">
<div id="content">
<div id="b">item list</div>
<div id="list"></div>
</div>
</div>
</body>
<script id="list-item-template" type="notjs">
<div class="view"></div>
<div class="description">Lorem ipsum dolor sit amet, conse ctetur adipi scing elit. </div>
</script>
<script id="vs" type="notjs">
uniform mat4 u_worldViewProjection;
uniform vec3 u_lightWorldPos;
uniform mat4 u_world;
uniform mat4 u_viewInverse;
uniform mat4 u_worldInverseTranspose;
attribute vec4 a_position;
attribute vec3 a_normal;
attribute vec2 a_texcoord;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
void main() {
v_texCoord = a_texcoord;
v_position = (u_worldViewProjection * a_position);
v_normal = (u_worldInverseTranspose * vec4(a_normal, 0)).xyz;
v_surfaceToLight = u_lightWorldPos - (u_world * a_position).xyz;
v_surfaceToView = (u_viewInverse[3] - (u_world * a_position)).xyz;
gl_Position = v_position;
}
</script>
<script id="fs" type="notjs">
precision mediump float;
varying vec4 v_position;
varying vec2 v_texCoord;
varying vec3 v_normal;
varying vec3 v_surfaceToLight;
varying vec3 v_surfaceToView;
uniform vec4 u_lightColor;
uniform vec4 u_diffuseMult;
uniform sampler2D u_diffuse;
uniform vec4 u_specular;
uniform float u_shininess;
uniform float u_specularFactor;
vec4 lit(float l ,float h, float m) {
return vec4(1.0,
abs(l),//max(l, 0.0),
(l > 0.0) ? pow(max(0.0, h), m) : 0.0,
1.0);
}
void main() {
vec4 diffuseColor = texture2D(u_diffuse, v_texCoord) * u_diffuseMult;
vec3 a_normal = normalize(v_normal);
vec3 surfaceToLight = normalize(v_surfaceToLight);
vec3 surfaceToView = normalize(v_surfaceToView);
vec3 halfVector = normalize(surfaceToLight + surfaceToView);
vec4 litR = lit(dot(a_normal, surfaceToLight),
dot(a_normal, halfVector), u_shininess);
vec4 outColor = vec4((
u_lightColor * (diffuseColor * litR.y +
u_specular * litR.z * u_specularFactor)).rgb,
diffuseColor.a);
gl_FragColor = outColor;
}
</script>
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