webgl_batch_lod_bvh.html 9.2 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js raycaster - batch - lod - bvh</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <meta property="og:title" content="three.js raycaster - batch - lod - bvh">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgl_batch_lod_bvh.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgl_batch_lod_bvh.jpg">
  11. <link type="text/css" rel="stylesheet" href="main.css">
  12. <style>
  13. a {
  14. text-decoration: underline;
  15. }
  16. </style>
  17. </head>
  18. <body>
  19. <div id="info">
  20. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> batch lod bvh - <a href="https://github.com/agargaro/batched-mesh-extensions" target="_blank" rel="noopener">@three.ez/batched-mesh-extensions</a><br/>
  21. BatchedMesh with 10 geometries and 500k instances.<br>
  22. Each geometry has 5 LODs (4 generated with meshoptimizer). <br>
  23. Frustum culling and raycasting are accelerated by using BVHs (TLAS & BLAS). <br>
  24. </div>
  25. <script type="importmap">
  26. {
  27. "imports": {
  28. "three": "../build/three.module.js",
  29. "three/addons/": "./jsm/",
  30. "three-mesh-bvh": "https://cdn.jsdelivr.net/npm/three-mesh-bvh@0.9.10/build/index.module.js",
  31. "@three.ez/batched-mesh-extensions": "https://cdn.jsdelivr.net/npm/@three.ez/batched-mesh-extensions@0.0.11/build/webgl.js",
  32. "bvh.js": "https://cdn.jsdelivr.net/npm/bvh.js@0.0.13/build/index.js",
  33. "@three.ez/simplify-geometry": "https://cdn.jsdelivr.net/npm/@three.ez/simplify-geometry@0.0.1/build/index.js",
  34. "meshoptimizer": "https://cdn.jsdelivr.net/npm/meshoptimizer@1.1.1/+esm"
  35. }
  36. }
  37. </script>
  38. <script type="module">
  39. import * as THREE from 'three';
  40. import Stats from 'three/addons/libs/stats.module.js';
  41. import { MapControls } from 'three/addons/controls/MapControls.js';
  42. import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
  43. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  44. import { acceleratedRaycast, computeBatchedBoundsTree } from 'three-mesh-bvh';
  45. import { createRadixSort, extendBatchedMeshPrototype, getBatchedMeshLODCount } from '@three.ez/batched-mesh-extensions';
  46. import { performanceRangeLOD, simplifyGeometriesByErrorLOD } from '@three.ez/simplify-geometry';
  47. // add and override BatchedMesh methods ( @three.ez/batched-mesh-extensions )
  48. extendBatchedMeshPrototype();
  49. // add the extension functions ( three-mesh-bvh )
  50. THREE.Mesh.prototype.raycast = acceleratedRaycast;
  51. THREE.BatchedMesh.prototype.computeBoundsTree = computeBatchedBoundsTree;
  52. let stats;
  53. let camera, scene, renderer;
  54. const instancesCount = 500000;
  55. let batchedMesh;
  56. let lastHoveredInstance = null;
  57. const lastHoveredColor = new THREE.Color();
  58. const highlight = new THREE.Color( 'red' );
  59. const raycaster = new THREE.Raycaster();
  60. const mouse = new THREE.Vector2( 1, 1 );
  61. const position = new THREE.Vector3();
  62. const quaternion = new THREE.Quaternion();
  63. const scale = new THREE.Vector3( 1, 1, 1 );
  64. const matrix = new THREE.Matrix4();
  65. const color = new THREE.Color();
  66. init();
  67. async function init() {
  68. // renderer
  69. renderer = new THREE.WebGLRenderer( { antialias: true } );
  70. renderer.setPixelRatio( window.devicePixelRatio );
  71. renderer.setSize( window.innerWidth, window.innerHeight );
  72. renderer.toneMapping = THREE.ACESFilmicToneMapping;
  73. renderer.toneMappingExposure = 0.8;
  74. document.body.appendChild( renderer.domElement );
  75. //
  76. scene = new THREE.Scene();
  77. const pmremGenerator = new THREE.PMREMGenerator( renderer );
  78. scene.environment = pmremGenerator.fromScene( new RoomEnvironment(), 0.04 ).texture;
  79. //
  80. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 1000 );
  81. camera.position.set( 0, 20, 55 );
  82. //
  83. raycaster.firstHitOnly = true;
  84. stats = new Stats();
  85. document.body.appendChild( stats.dom );
  86. const controls = new MapControls( camera, renderer.domElement );
  87. controls.maxPolarAngle = Math.PI / 2;
  88. const geometries = [
  89. new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 1, 1 ),
  90. new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 1, 2 ),
  91. new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 1, 3 ),
  92. new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 1, 4 ),
  93. new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 1, 5 ),
  94. new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 2, 1 ),
  95. new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 2, 3 ),
  96. new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 3, 1 ),
  97. new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 4, 1 ),
  98. new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 5, 3 )
  99. ];
  100. // generate 4 LODs (levels of detail) for each geometry
  101. const geometriesLODArray = await simplifyGeometriesByErrorLOD( geometries, 4, performanceRangeLOD );
  102. // create BatchedMesh
  103. const { vertexCount, indexCount, LODIndexCount } = getBatchedMeshLODCount( geometriesLODArray );
  104. batchedMesh = new THREE.BatchedMesh( instancesCount, vertexCount, indexCount, new THREE.MeshStandardMaterial( { metalness: 1, roughness: 0.8 } ) );
  105. // enable radix sort for better performance
  106. batchedMesh.customSort = createRadixSort( batchedMesh );
  107. // add geometries and their LODs to the batched mesh ( all LODs share the same position array )
  108. for ( let i = 0; i < geometriesLODArray.length; i ++ ) {
  109. const geometryLOD = geometriesLODArray[ i ];
  110. const geometryId = batchedMesh.addGeometry( geometryLOD[ 0 ], - 1, LODIndexCount[ i ] );
  111. batchedMesh.addGeometryLOD( geometryId, geometryLOD[ 1 ], 0.08 ); // used when below ~8% of the screen height
  112. batchedMesh.addGeometryLOD( geometryId, geometryLOD[ 2 ], 0.04 ); // below ~4%
  113. batchedMesh.addGeometryLOD( geometryId, geometryLOD[ 3 ], 0.033 ); // below ~3.3%
  114. batchedMesh.addGeometryLOD( geometryId, geometryLOD[ 4 ], 0.02 ); // below ~2%
  115. }
  116. // place instances in a 2D grid with randomized rotation and color
  117. const sqrtCount = Math.ceil( Math.sqrt( instancesCount ) );
  118. const size = 5.5;
  119. const start = ( sqrtCount / - 2 * size ) + ( size / 2 );
  120. for ( let i = 0; i < instancesCount; i ++ ) {
  121. const r = Math.floor( i / sqrtCount );
  122. const c = i % sqrtCount;
  123. const id = batchedMesh.addInstance( Math.floor( Math.random() * geometriesLODArray.length ) );
  124. position.set( c * size + start, 0, r * size + start );
  125. quaternion.random();
  126. batchedMesh.setMatrixAt( id, matrix.compose( position, quaternion, scale ) );
  127. batchedMesh.setColorAt( id, color.setHSL( Math.random(), 0.6, 0.5 ) );
  128. }
  129. // compute blas (bottom-level acceleration structure) bvh ( three-mesh-bvh )
  130. batchedMesh.computeBoundsTree();
  131. // compute tlas (top-level acceleration structure) bvh ( @three.ez/batched-mesh-extensions )
  132. batchedMesh.computeBVH( THREE.WebGLCoordinateSystem );
  133. scene.add( batchedMesh );
  134. // set up gui
  135. const config = {
  136. freeze: false,
  137. useBVH: true,
  138. useLOD: true
  139. };
  140. const bvh = batchedMesh.bvh;
  141. const lods = batchedMesh._geometryInfo.map( x => x.LOD );
  142. const onBeforeRender = batchedMesh.onBeforeRender;
  143. const gui = new GUI();
  144. gui.add( batchedMesh, 'instanceCount' ).disable();
  145. gui.add( config, 'freeze' ).onChange( v => {
  146. batchedMesh.onBeforeRender = v ? () => {} : onBeforeRender;
  147. } );
  148. const frustumCullingFolder = gui.addFolder( 'Frustum culling & raycasting' );
  149. frustumCullingFolder.add( config, 'useBVH' ).onChange( v => {
  150. batchedMesh.bvh = v ? bvh : null;
  151. } );
  152. const geometriesFolder = gui.addFolder( 'Geometries' );
  153. geometriesFolder.add( config, 'useLOD' ).onChange( v => {
  154. const geometryInfo = batchedMesh._geometryInfo;
  155. for ( let i = 0; i < geometryInfo.length; i ++ ) {
  156. geometryInfo[ i ].LOD = v ? lods[ i ] : null;
  157. }
  158. } );
  159. document.addEventListener( 'pointermove', onPointerMove );
  160. window.addEventListener( 'resize', onWindowResize );
  161. onWindowResize();
  162. renderer.setAnimationLoop( animate );
  163. }
  164. function onPointerMove( event ) {
  165. event.preventDefault();
  166. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  167. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  168. raycast();
  169. }
  170. function onWindowResize() {
  171. camera.aspect = window.innerWidth / window.innerHeight;
  172. camera.updateProjectionMatrix();
  173. renderer.setSize( window.innerWidth, window.innerHeight );
  174. }
  175. function raycast() {
  176. raycaster.setFromCamera( mouse, camera );
  177. const intersection = raycaster.intersectObject( batchedMesh );
  178. const batchId = intersection.length > 0 ? intersection[ 0 ].batchId : null;
  179. if ( lastHoveredInstance === batchId ) return;
  180. if ( lastHoveredInstance ) {
  181. batchedMesh.setColorAt( lastHoveredInstance, lastHoveredColor );
  182. }
  183. if ( batchId ) {
  184. batchedMesh.getColorAt( batchId, lastHoveredColor );
  185. batchedMesh.setColorAt( batchId, highlight );
  186. }
  187. lastHoveredInstance = batchId;
  188. }
  189. function animate() {
  190. stats.begin();
  191. renderer.render( scene, camera );
  192. stats.end();
  193. }
  194. </script>
  195. </body>
  196. </html>
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