天天看點

three.js 性能插件stats簡單用法原出處:http://hewebgl.com/article/getarticle/58

原出處:http://hewebgl.com/article/getarticle/58

話說,原出處代碼居然還有文法錯誤,真是坑爹了,簡單修改了,不多說,上代碼,想說的都在注釋裡。

html5-canvas版本:

<!DOCTYPE html>
<html>
    <head>
        <meta charset="UTF-8">
        <title>Three架構</title>
        <script type="text/javascript" script src="three.js"></script>
        <script type="text/javascript" script src="stats.min.js"></script>

        <style type="text/css">
            div#canvas-frame {
                border: none;
                cursor: pointer;
                width: 100%;
                height: 600px;
                background-color: #EEEEEE;
            }
        </style>

        <script>
            var renderer;
            var stats;
            function initThree() {
                width = document.getElementById('canvas-frame').clientWidth;
                height = document.getElementById('canvas-frame').clientHeight;
                renderer = new THREE.WebGLRenderer({ antialias : true });
                renderer.setSize(width, height);
                document.getElementById('canvas-frame').appendChild(renderer.domElement);
                renderer.setClearColorHex(0xFFFFFF, 1.0);

                //stats對象初始化
                stats = new Stats();
                stats.domElement.style.position = 'absolute'; //絕對坐标
                stats.domElement.style.left = '0px';// (0,0)px,左上角
                stats.domElement.style.top = '0px';
                document.getElementById('canvas-frame').appendChild(stats.domElement);
            }

            var camera;
            function initCamera() {
                camera = new THREE.PerspectiveCamera(45, width / height, 1, 10000);
                camera.position.x = 0;
                camera.position.y = 0;
                camera.position.z = 600;
                camera.up.x = 0;//camera.up 設定相機的傾斜角度,歪着拿相機,照片自然也不是水準的
                camera.up.y = 0;
                camera.up.z = 0;
                camera.lookAt({ //鏡頭看着哪裡呢?景物在動
                    x : 0,
                    y : 0,
                    z : 0
                });
            }

            var scene;
            function initScene() {
                scene = new THREE.Scene();
            }

            var light;
            function initLight() {
                light = new THREE.PointLight(0x00FF00);
                light.position.set(0, 0,300);
                scene.add(light);
            }

            var cube;
            var mesh;
            function initObject() {
            
                var geometry = new THREE.CylinderGeometry( 10,15,40);
                var material = new THREE.MeshLambertMaterial( { color:0xFFFFFF} );
                mesh = new THREE.Mesh( geometry,material);
                mesh.position.x = 100;
                mesh.position.y = 100;
                mesh.position.z = 100;
                scene.add(mesh);
   
            }

            function threeStart() {
                initThree();
                initCamera();
                initScene();
                initLight();
                initObject();
                animation();
            }

            function animation()
            {
                mesh.position.z+=1;
                renderer.render(scene, camera);
                requestAnimationFrame(animation);
                stats.update();//這個函數真好用
            }
        </script>
    </head>

    <body οnlοad="threeStart();">
        <div id="canvas-frame"></div>
    </body>
</html>
           

随手順便改了個webgl格式的程式,本想對比下性能,奈何都能運作在60幀,對比失敗了。

<!DOCTYPE html>
<html >
<html>
    <head>
        <meta charset="UTF-8">
        <title>Three架構</title>
        <script type="text/javascript" script src="three.js"></script>
        <script type="text/javascript" script src="stats.min.js"></script>

        <style type="text/css">
            div#canvas-frame {
                border: none;
                cursor: pointer;
                width: 100%;
                height: 600px;
                background-color: #EEEEEE;
            }
        </style>
    </head>

    <body>
        <script type = "text/javascript">
            var renderer;
            var stats;
            function initThree() {
                renderer = new THREE.WebGLRenderer({ antialias : true });
                renderer.setSize(1000, 800);
                document.body.appendChild (renderer.domElement );
                renderer.setClearColorHex(0xFFFFFF, 1.0);

                //stats對象初始化
                stats = new Stats();
                stats.domElement.style.position = 'absolute'; //絕對坐标
                stats.domElement.style.left = '0px';// (0,0)px,左上角
                stats.domElement.style.top = '0px';
                document.body.appendChild( stats.domElement );
            }

            var camera;
            function initCamera() {
                camera = new THREE.PerspectiveCamera(45, 1000 / 800, 1, 10000);
                camera.position.x = 0;
                camera.position.y = 0;
                camera.position.z = 600;
                camera.up.x = 0;//camera.up 設定相機的傾斜角度,歪着拿相機,照片自然也不是水準的
                camera.up.y = 0;
                camera.up.z = 0;
                camera.lookAt({ //鏡頭看着哪裡呢?景物在動
                    x : 0,
                    y : 0,
                    z : 0
                });
            }

            var scene;
            function initScene() {
                scene = new THREE.Scene();
            }

            var light;
            function initLight() {
                light = new THREE.PointLight(0x00FF00);
                light.position.set(0, 0,300);
                scene.add(light);
            }

            var cube;
            var mesh;
            function initObject() {
            
                var geometry = new THREE.CylinderGeometry( 10,15,40);
                var material = new THREE.MeshLambertMaterial( { color:0xFFFFFF} );
                mesh = new THREE.Mesh( geometry,material);
                mesh.position.x = 100;
                mesh.position.y = 100;
                mesh.position.z = 100;
                scene.add(mesh);
   
            }

            function animation()
            {
                mesh.position.z+=1;
                renderer.render(scene, camera);
                requestAnimationFrame(animation);
                stats.update();//這個函數真好用
            }

             !function threeStart() {
                initThree();
                initCamera();
                initScene();
                initLight();
                initObject();
                animation();
            }();
        </script>
    </body>
</html>
           

繼續閱讀