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第38节:WebGL 2.0与Three.js新特性

第38节:WebGL 2.0与Three.js新特性

概述

WebGL 2.0是现代浏览器中3D图形技术的重大飞跃,引入了计算着色器、变换反馈、多重渲染目标等高级特性。本节将深入探索WebGL 2.0的核心功能,以及Three.js如何集成这些新特性来提升渲染性能和质量。

在这里插入图片描述

WebGL 2.0特性架构:

WebGL 2.0 核心特性
着色器增强
纹理系统
缓冲区操作
渲染管线
计算着色器
变换反馈
几何着色器
3D纹理
数组纹理
压缩纹理
统一缓冲区
顶点数组对象
实例化数组
多重渲染目标
查询对象
采样器对象
GPU计算
体积渲染
性能优化
高级效果

核心原理深度解析

WebGL 2.0 vs WebGL 1.0 特性对比

特性WebGL 1.0WebGL 2.0改进意义
着色器版本GLSL ES 1.0GLSL ES 3.0更丰富的语法和功能
纹理格式有限制支持3D纹理、数组纹理体积渲染、纹理数组
缓冲区操作基础功能统一缓冲区、变换反馈性能大幅提升
多重渲染目标扩展原生支持延迟渲染、后处理
实例化渲染扩展原生支持大规模对象渲染
计算着色器不支持WebGL2 ComputeGPU通用计算

Three.js对WebGL 2.0的集成策略

Three.js通过渐进增强的方式支持WebGL 2.0:

// 检测WebGL 2.0支持
const isWebGL2Supported = () => {const canvas = document.createElement('canvas');const gl = canvas.getContext('webgl2');return gl !== null && gl instanceof WebGL2RenderingContext;
};// Three.js中的WebGL 2.0渲染器
const renderer = new THREE.WebGLRenderer({context: gl, // 可传入现有的WebGL2上下文powerPreference: "high-performance"
});

完整代码实现

WebGL 2.0高级特性演示

<template><div class="webgl2-features-container"><!-- 主渲染画布 --><canvas ref="webgl2Canvas" class="webgl2-canvas"></canvas><!-- 特性控制面板 --><div class="features-controls"><div class="control-section"><h3>🚀 WebGL 2.0 特性</h3><div class="webgl2-status"><div class="status-item"><span>WebGL 2.0 支持:</span><span :class="webgl2Supported ? 'status-supported' : 'status-unsupported'">{{ webgl2Supported ? '✅ 已支持' : '❌ 不支持' }}</span></div><div class="status-item"><span>渲染器类型:</span><span>{{ rendererType }}</span></div><div class="status-item"><span>GPU 信息:</span><span>{{ gpuInfo }}</span></div></div><div class="feature-presets"><button v-for="preset in featurePresets" :key="preset.id"@click="loadFeaturePreset(preset)"class="preset-button":class="{ active: currentPreset?.id === preset.id }">{{ preset.name }}</button></div></div><div class="control-section"><h3>🔄 计算着色器</h3><div class="compute-shader-controls"><div class="control-group"><label>粒子数量: {{ formatNumber(particleCount) }}</label><input type="range" v-model="particleCount" min="1000" max="1000000" step="1000":disabled="!computeShaderEnabled"></div><div class="control-group"><label>模拟速度: {{ simulationSpeed }}</label><input type="range" v-model="simulationSpeed" min="0.1" max="5" step="0.1":disabled="!computeShaderEnabled"></div><div class="control-group"><label>物理精度: {{ physicsPrecision }}</label><input type="range" v-model="physicsPrecision" min="0.5" max="2" step="0.1":disabled="!computeShaderEnabled"></div></div><div class="compute-options"><div class="control-group"><label>启用计算着色器</label><input type="checkbox" v-model="computeShaderEnabled" :disabled="!webgl2Supported"></div><div class="control-group"><label>启用变换反馈</label><input type="checkbox" v-model="transformFeedbackEnabled" :disabled="!webgl2Supported"></div><div class="control-group"><label>实时物理模拟</label><input type="checkbox" v-model="realtimePhysicsEnabled" :disabled="!computeShaderEnabled"></div></div></div><div class="control-section"><h3>🎨 多重渲染目标</h3><div class="mrt-controls"><div class="control-group"><label>MRT 缓冲区数量: {{ mrtBufferCount }}</label><input type="range" v-model="mrtBufferCount" min="2" max="8" step="1":disabled="!mrtEnabled"></div><div class="control-group"><label>G-Buffer 分辨率: {{ gBufferResolution }}%</label><input type="range" v-model="gBufferResolution" min="25" max="100" step="5":disabled="!mrtEnabled"></div></div><div class="mrt-options"><div class="control-group"><label>启用 MRT</label><input type="checkbox" v-model="mrtEnabled" :disabled="!webgl2Supported"></div><div class="control-group"><label>延迟渲染</label><input type="checkbox" v-model="deferredRenderingEnabled" :disabled="!mrtEnabled"></div><div class="control-group"><label>HDR 渲染</label><input type="checkbox" v-model="hdrRenderingEnabled"></div></div></div><div class="control-section"><h3>📊 实例化渲染</h3><div class="instancing-controls"><div class="control-group"><label>实例数量: {{ formatNumber(instanceCount) }}</label><input type="range" v-model="instanceCount" min="100" max="100000" step="100":disabled="!instancingEnabled"></div><div class="control-group"><label>LOD 级别: {{ instancingLOD }}</label><input type="range" v-model="instancingLOD" min="1" max="4" step="1":disabled="!instancingEnabled"></div></div><div class="instancing-options"><div class="control-group"><label>启用实例化</label><input type="checkbox" v-model="instancingEnabled" :disabled="!webgl2Supported"></div><div class="control-group"><label>动态实例更新</label><input type="checkbox" v-model="dynamicInstancingEnabled" :disabled="!instancingEnabled"></div><div class="control-group"><label>视锥体剔除</label><input type="checkbox" v-model="frustumCullingEnabled"></div></div></div><div class="control-section"><h3>🔧 高级纹理</h3><div class="texture-controls"><div class="control-group"><label>3D 纹理分辨率: {{ texture3DResolution }}</label><input type="range" v-model="texture3DResolution" min="32" max="256" step="32":disabled="!texture3DEnabled"></div><div class="control-group"><label>数组纹理层数: {{ arrayTextureLayers }}</label><input type="range" v-model="arrayTextureLayers" min="2" max="16" step="2":disabled="!arrayTexturesEnabled"></div></div><div class="texture-options"><div class="control-group"><label>启用 3D 纹理</label><input type="checkbox" v-model="texture3DEnabled" :disabled="!webgl2Supported"></div><div class="control-group"><label>启用数组纹理</label><input type="checkbox" v-model="arrayTexturesEnabled" :disabled="!webgl2Supported"></div><div class="control-group"><label>纹理压缩</label><input type="checkbox" v-model="textureCompressionEnabled"></div></div></div><div class="control-section"><h3>📈 性能监控</h3><div class="performance-stats"><div class="stat-item"><span>绘制调用:</span><span>{{ drawCalls }}</span></div><div class="stat-item"><span>实例绘制:</span><span>{{ instanceDraws }}</span></div><div class="stat-item"><span>计算时间:</span><span>{{ computeTime.toFixed(2) }}ms</span></div><div class="stat-item"><span>帧率:</span><span>{{ currentFPS }} FPS</span></div><div class="stat-item"><span>GPU 内存:</span><span>{{ formatMemory(gpuMemory) }}</span></div><div class="stat-item"><span>缓冲区数量:</span><span>{{ bufferCount }}</span></div></div></div></div><!-- 调试视图切换 --><div class="debug-views"><button v-for="view in debugViews" :key="view.id"@click="setDebugView(view)"class="debug-button":class="{ active: currentDebugView?.id === view.id }">{{ view.name }}</button></div><!-- 特性信息显示 --><div class="features-info"><div class="info-panel"><h4>活动特性</h4><div class="active-features"><div v-for="feature in activeFeatures" :key="feature"class="feature-tag">{{ feature }}</div></div></div></div><!-- WebGL 2.0状态指示器 --><div class="webgl2-indicator" :class="webgl2Supported ? 'supported' : 'unsupported'"><div class="indicator-dot"></div><span>WebGL 2.0</span></div><!-- 加载界面 --><div v-if="isLoading" class="loading-overlay"><div class="loading-content"><div class="webgl2-loader"><div class="gpu-chip"><div class="chip-core"></div><div class="chip-core"></div><div class="chip-core"></div><div class="chip-core"></div></div></div><h3>初始化 WebGL 2.0 系统...</h3><div class="loading-progress"><div class="progress-bar"><div class="progress-fill" :style="loadingProgressStyle"></div></div><span>{{ loadingMessage }}</span></div><div class="feature-loading"><div class="feature-item" v-for="item in loadingFeatures" :key="item.name"><span>{{ item.name }}</span><span :class="item.status">{{ item.statusText }}</span></div></div></div></div><!-- 不支持WebGL 2.0的提示 --><div v-if="!webgl2Supported && !isLoading" class="unsupported-overlay"><div class="unsupported-content"><div class="warning-icon">⚠️</div><h3>WebGL 2.0 不支持</h3><p>您的浏览器或设备不支持 WebGL 2.0,部分高级功能将不可用。</p><div class="fallback-options"><button @click="enableWebGL1Fallback" class="fallback-button">启用 WebGL 1.0 回退</button><button @click="showCompatibilityInfo" class="info-button">兼容性信息</button></div></div></div></div>
</template><script>
import { onMounted, onUnmounted, ref, reactive, computed } from 'vue';
import * as THREE from 'three';// WebGL 2.0 计算着色器系统
class WebGL2ComputeSystem {constructor(renderer) {this.renderer = renderer;this.gl = renderer.getContext();this.computeShader = null;this.transformFeedback = null;this.buffers = new Map();this.isSupported = this.checkComputeSupport();}// 检查计算着色器支持checkComputeSupport() {// 检查WebGL 2.0 Compute扩展const extensions = this.gl.getSupportedExtensions();return extensions.includes('WEBGL_compute_shader') || extensions.includes('WEBGL_parallel_shader_compile');}// 创建计算着色器createComputeShader(computeSource, transformVaryings = []) {if (!this.isSupported) {console.warn('计算着色器不支持');return null;}const computeShader = this.gl.createShader(this.gl.COMPUTE_SHADER);this.gl.shaderSource(computeShader, computeSource);this.gl.compileShader(computeShader);if (!this.gl.getShaderParameter(computeShader, this.gl.COMPILE_STATUS)) {console.error('计算着色器编译错误:', this.gl.getShaderInfoLog(computeShader));this.gl.deleteShader(computeShader);return null;}const program = this.gl.createProgram();this.gl.attachShader(program, computeShader);// 设置变换反馈输出if (transformVaryings.length > 0) {this.gl.transformFeedbackVaryings(program, transformVaryings, this.gl.INTERLEAVED_ATTRIBS);}this.gl.linkProgram(program);if (!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)) {console.error('计算程序链接错误:', this.gl.getProgramInfoLog(program));this.gl.deleteProgram(program);return null;}this.computeShader = program;return program;}// 创建存储缓冲区createStorageBuffer(data, usage = this.gl.DYNAMIC_COPY) {const buffer = this.gl.createBuffer();this.gl.bindBuffer(this.gl.SHADER_STORAGE_BUFFER, buffer);this.gl.bufferData(this.gl.SHADER_STORAGE_BUFFER, data, usage);this.gl.bindBuffer(this.gl.SHADER_STORAGE_BUFFER, null);return buffer;}// 绑定存储缓冲区bindStorageBuffer(buffer, bindingPoint) {this.gl.bindBufferBase(this.gl.SHADER_STORAGE_BUFFER, bindingPoint, buffer);}// 执行计算着色器dispatchCompute(groupsX, groupsY = 1, groupsZ = 1) {if (!this.computeShader || !this.isSupported) return;this.gl.useProgram(this.computeShader);this.gl.dispatchCompute(groupsX, groupsY, groupsZ);this.gl.memoryBarrier(this.gl.SHADER_STORAGE_BARRIER_BIT);}// 创建变换反馈createTransformFeedback() {this.transformFeedback = this.gl.createTransformFeedback();return this.transformFeedback;}// 绑定变换反馈缓冲区bindTransformFeedbackBuffer(buffer, index = 0) {if (!this.transformFeedback) return;this.gl.bindTransformFeedback(this.gl.TRANSFORM_FEEDBACK, this.transformFeedback);this.gl.bindBufferBase(this.gl.TRANSFORM_FEEDBACK_BUFFER, index, buffer);}// 开始变换反馈beginTransformFeedback(primitiveMode = this.gl.POINTS) {this.gl.beginTransformFeedback(primitiveMode);}// 结束变换反馈endTransformFeedback() {this.gl.endTransformFeedback();this.gl.bindTransformFeedback(this.gl.TRANSFORM_FEEDBACK, null);}
}// 多重渲染目标系统
class MRTSystem {constructor(renderer, width, height, numTargets = 4) {this.renderer = renderer;this.gl = renderer.getContext();this.width = width;this.height = height;this.numTargets = numTargets;this.renderTargets = [];this.textures = [];this.setupMRT();}// 设置多重渲染目标setupMRT() {// 创建渲染目标this.renderTarget = new THREE.WebGLMultipleRenderTargets(this.width, this.height, this.numTargets);// 配置每个渲染目标的纹理for (let i = 0; i < this.numTargets; i++) {const texture = this.renderTarget.texture[i];// 设置纹理参数texture.minFilter = THREE.NearestFilter;texture.magFilter = THREE.NearestFilter;texture.format = THREE.RGBAFormat;texture.type = THREE.FloatType;texture.generateMipmaps = false;this.textures.push(texture);}// 设置深度纹理this.renderTarget.depthTexture = new THREE.DepthTexture(this.width, this.height);this.renderTarget.depthTexture.format = THREE.DepthFormat;this.renderTarget.depthTexture.type = THREE.UnsignedIntType;}// 调整大小resize(width, height) {this.width = width;this.height = height;this.renderTarget.setSize(width, height);}// 获取纹理getTexture(index) {return this.textures[index];}// 获取深度纹理getDepthTexture() {return this.renderTarget.depthTexture;}// 绑定渲染目标bind() {this.renderer.setRenderTarget(this.renderTarget);}// 解绑渲染目标unbind() {this.renderer.setRenderTarget(null);}// 清理资源dispose() {this.renderTarget.dispose();}
}// 实例化渲染系统
class InstancingSystem {constructor() {this.instancedMeshes = new Map();this.instanceData = new Map();this.maxInstances = 100000;}// 创建实例化网格createInstancedMesh(geometry, material, count) {const instancedMesh = new THREE.InstancedMesh(geometry, material, count);instancedMesh.count = Math.min(count, this.maxInstances);// 存储实例数据this.instanceData.set(instancedMesh.uuid, {positions: new Float32Array(count * 3),rotations: new Float32Array(count * 4),scales: new Float32Array(count * 3),colors: new Float32Array(count * 3)});this.instancedMeshes.set(instancedMesh.uuid, instancedMesh);return instancedMesh;}// 更新实例数据updateInstanceData(meshId, instanceIndex, data) {const instanceData = this.instanceData.get(meshId);if (!instanceData) return;const { position, rotation, scale, color } = data;const idx = instanceIndex * 3;const ridx = instanceIndex * 4;// 更新位置if (position) {instanceData.positions[idx] = position.x;instanceData.positions[idx + 1] = position.y;instanceData.positions[idx + 2] = position.z;}// 更新旋转(四元数)if (rotation) {instanceData.rotations[ridx] = rotation.x;instanceData.rotations[ridx + 1] = rotation.y;instanceData.rotations[ridx + 2] = rotation.z;instanceData.rotations[ridx + 3] = rotation.w;}// 更新缩放if (scale) {instanceData.scales[idx] = scale.x;instanceData.scales[idx + 1] = scale.y;instanceData.scales[idx + 2] = scale.z;}// 更新颜色if (color) {instanceData.colors[idx] = color.r;instanceData.colors[idx + 1] = color.g;instanceData.colors[idx + 2] = color.b;}}// 应用实例数据到GPUapplyInstanceData(meshId) {const mesh = this.instancedMeshes.get(meshId);const data = this.instanceData.get(meshId);if (!mesh || !data) return;const matrix = new THREE.Matrix4();const position = new THREE.Vector3();const quaternion = new THREE.Quaternion();const scale = new THREE.Vector3();const color = new THREE.Color();for (let i = 0; i < mesh.count; i++) {// 设置位置、旋转、缩放position.fromArray(data.positions, i * 3);quaternion.fromArray(data.rotations, i * 4);scale.fromArray(data.scales, i * 3);matrix.compose(position, quaternion, scale);mesh.setMatrixAt(i, matrix);// 设置颜色color.fromArray(data.colors, i * 3);mesh.setColorAt(i, color);}mesh.instanceMatrix.needsUpdate = true;if (mesh.instanceColor) {mesh.instanceColor.needsUpdate = true;}}// 动态更新实例(使用计算着色器)updateInstancesDynamic(meshId, computeSystem) {// 使用计算着色器批量更新实例数据const mesh = this.instancedMeshes.get(meshId);const data = this.instanceData.get(meshId);if (!mesh || !data || !computeSystem.isSupported) return;// 创建存储缓冲区const positionBuffer = computeSystem.createStorageBuffer(data.positions);const rotationBuffer = computeSystem.createStorageBuffer(data.rotations);// 绑定缓冲区computeSystem.bindStorageBuffer(positionBuffer, 0);computeSystem.bindStorageBuffer(rotationBuffer, 1);// 执行计算着色器const groupSize = Math.ceil(mesh.count / 64);computeSystem.dispatchCompute(groupSize);// 应用更新后的数据this.applyInstanceData(meshId);}
}// 3D纹理系统
class Texture3DSystem {constructor(renderer) {this.renderer = renderer;this.gl = renderer.getContext();this.textures = new Map();}// 创建3D纹理create3DTexture(width, height, depth, data = null) {const texture = this.gl.createTexture();this.gl.bindTexture(this.gl.TEXTURE_3D, texture);// 设置纹理参数this.gl.texParameteri(this.gl.TEXTURE_3D, this.gl.TEXTURE_MIN_FILTER, this.gl.LINEAR);this.gl.texParameteri(this.gl.TEXTURE_3D, this.gl.TEXTURE_MAG_FILTER, this.gl.LINEAR);this.gl.texParameteri(this.gl.TEXTURE_3D, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE);this.gl.texParameteri(this.gl.TEXTURE_3D, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE);this.gl.texParameteri(this.gl.TEXTURE_3D, this.gl.TEXTURE_WRAP_R, this.gl.CLAMP_TO_EDGE);// 分配纹理存储if (data) {this.gl.texImage3D(this.gl.TEXTURE_3D, 0, this.gl.RGBA,width, height, depth, 0,this.gl.RGBA, this.gl.FLOAT, data);} else {this.gl.texImage3D(this.gl.TEXTURE_3D, 0, this.gl.RGBA,width, height, depth, 0,this.gl.RGBA, this.gl.FLOAT, null);}this.gl.bindTexture(this.gl.TEXTURE_3D, null);const textureInfo = {texture: texture,width: width,height: height,depth: depth};this.textures.set(texture, textureInfo);return texture;}// 更新3D纹理数据update3DTexture(texture, data) {const info = this.textures.get(texture);if (!info) return;this.gl.bindTexture(this.gl.TEXTURE_3D, texture);this.gl.texSubImage3D(this.gl.TEXTURE_3D, 0, 0, 0, 0,info.width, info.height, info.depth,this.gl.RGBA, this.gl.FLOAT, data);this.gl.bindTexture(this.gl.TEXTURE_3D, null);}// 创建体积数据createVolumeData(width, height, depth, generator) {const size = width * height * depth * 4; // RGBAconst data = new Float32Array(size);for (let z = 0; z < depth; z++) {for (let y = 0; y < height; y++) {for (let x = 0; x < width; x++) {const index = (z * width * height + y * width + x) * 4;const value = generator(x, y, z, width, height, depth);data[index] = value.r || value;data[index + 1] = value.g || value;data[index + 2] = value.b || value;data[index + 3] = value.a || 1.0;}}}return data;}// 生成噪声体积generateNoiseVolume(width, height, depth, frequency = 0.1) {return this.createVolumeData(width, height, depth, (x, y, z, w, h, d) => {// 简单的3D噪声生成const nx = x / w * frequency;const ny = y / h * frequency;const nz = z / d * frequency;const noise = this.simplex3D(nx, ny, nz);return (noise + 1) * 0.5; // 归一化到 [0, 1]});}// 简化的3D噪声函数simplex3D(x, y, z) {// 简化实现 - 实际应该使用完整的噪声算法return Math.sin(x * 12.9898 + y * 78.233 + z * 144.7272) * 43758.5453 % 1;}
}export default {name: 'WebGL2Features',setup() {const webgl2Canvas = ref(null);const webgl2Supported = ref(false);const rendererType = ref('未知');const gpuInfo = ref('未知');const particleCount = ref(10000);const simulationSpeed = ref(1.0);const physicsPrecision = ref(1.0);const computeShaderEnabled = ref(false);const transformFeedbackEnabled = ref(false);const realtimePhysicsEnabled = ref(false);const mrtBufferCount = ref(4);const gBufferResolution = ref(100);const mrtEnabled = ref(false);const deferredRenderingEnabled = ref(false);const hdrRenderingEnabled = ref(true);const instanceCount = ref(1000);const instancingLOD = ref(2);const instancingEnabled = ref(false);const dynamicInstancingEnabled = ref(false);const frustumCullingEnabled = ref(true);const texture3DResolution = ref(64);const arrayTextureLayers = ref(4);const texture3DEnabled = ref(false);const arrayTexturesEnabled = ref(false);const textureCompressionEnabled = ref(true);const drawCalls = ref(0);const instanceDraws = ref(0);const computeTime = ref(0);const currentFPS = ref(0);const gpuMemory = ref(0);const bufferCount = ref(0);const isLoading = ref(true);const loadingMessage = ref('检测 WebGL 2.0 支持...');const showDebugOverlay = ref(false);const featurePresets = [{ id: 'basic', name: '基础渲染', features: [] },{ id: 'compute', name: '计算着色器', features: ['compute', 'particles'] },{ id: 'mrt', name: '多重渲染', features: ['mrt', 'deferred'] },{ id: 'instancing', name: '实例化', features: ['instancing', 'dynamic'] },{ id: 'advanced', name: '高级特性', features: ['compute', 'mrt', 'instancing', 'texture3d'] }];const debugViews = [{ id: 'final', name: '最终渲染' },{ id: 'albedo', name: '漫反射' },{ id: 'normal', name: '法线' },{ id: 'position', name: '位置' },{ id: 'depth', name: '深度' },{ id: 'particles', name: '粒子' }];const loadingFeatures = reactive([{ name: 'WebGL 2.0 上下文', status: 'loading', statusText: '检测中...' },{ name: '计算着色器', status: 'pending', statusText: '等待' },{ name: '多重渲染目标', status: 'pending', statusText: '等待' },{ name: '实例化渲染', status: 'pending', statusText: '等待' },{ name: '3D 纹理', status: 'pending', statusText: '等待' }]);let currentPreset = ref(featurePresets[0]);let currentDebugView = ref(debugViews[0]);let activeFeatures = ref([]);let scene, camera, renderer, controls;let computeSystem, mrtSystem, instancingSystem, texture3DSystem;let clock, stats;let frameCount = 0;let lastFpsUpdate = 0;// 初始化场景const initScene = async () => {// 检测 WebGL 2.0 支持loadingMessage.value = '检测 WebGL 2.0 支持...';await detectWebGL2Support();if (!webgl2Supported.value) {loadingFeatures[0].status = 'error';loadingFeatures[0].statusText = '不支持';isLoading.value = false;return;}loadingFeatures[0].status = 'success';loadingFeatures[0].statusText = '已支持';// 创建场景scene = new THREE.Scene();scene.background = new THREE.Color(0x1a1a1a);// 创建相机camera = new THREE.PerspectiveCamera(75,window.innerWidth / window.innerHeight,0.1,1000);camera.position.set(5, 5, 5);// 创建 WebGL 2.0 渲染器loadingMessage.value = '创建 WebGL 2.0 渲染器...';await createWebGL2Renderer();// 初始化各系统loadingMessage.value = '初始化计算着色器系统...';await initializeComputeSystem();loadingMessage.value = '初始化多重渲染目标系统...';await initializeMRTSystem();loadingMessage.value = '初始化实例化渲染系统...';await initializeInstancingSystem();loadingMessage.value = '初始化 3D 纹理系统...';await initializeTexture3DSystem();// 创建测试场景loadingMessage.value = '创建测试场景...';await createTestScene();// 设置事件监听setupEventListeners();isLoading.value = false;// 启动渲染循环clock = new THREE.Clock();animate();};// 检测 WebGL 2.0 支持const detectWebGL2Support = async () => {const canvas = document.createElement('canvas');const gl = canvas.getContext('webgl2');webgl2Supported.value = gl !== null && gl instanceof WebGL2RenderingContext;if (webgl2Supported.value) {rendererType.value = 'WebGL 2.0';const debugInfo = gl.getExtension('WEBGL_debug_renderer_info');if (debugInfo) {gpuInfo.value = gl.getParameter(debugInfo.UNMASKED_RENDERER_WEBGL);}} else {rendererType.value = 'WebGL 1.0';gpuInfo.value = '不支持 WebGL 2.0';}};// 创建 WebGL 2.0 渲染器const createWebGL2Renderer = async () => {const canvas = webgl2Canvas.value;const context = canvas.getContext('webgl2');renderer = new THREE.WebGLRenderer({canvas: canvas,context: context,antialias: true,powerPreference: "high-performance"});renderer.setSize(window.innerWidth, window.innerHeight);renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));renderer.shadowMap.enabled = true;renderer.shadowMap.type = THREE.PCFSoftShadowMap;renderer.toneMapping = THREE.ACESFilmicToneMapping;renderer.toneMappingExposure = 1.0;// 添加控制器const OrbitControls = (await import('three/addons/controls/OrbitControls.js')).OrbitControls;controls = new OrbitControls(camera, renderer.domElement);controls.enableDamping = true;loadingFeatures[1].status = 'success';loadingFeatures[1].statusText = '已初始化';};// 初始化计算着色器系统const initializeComputeSystem = async () => {computeSystem = new WebGL2ComputeSystem(renderer);if (computeSystem.isSupported) {loadingFeatures[1].status = 'success';loadingFeatures[1].statusText = '已支持';} else {loadingFeatures[1].status = 'warning';loadingFeatures[1].statusText = '部分支持';}};// 初始化多重渲染目标系统const initializeMRTSystem = async () => {mrtSystem = new MRTSystem(renderer, window.innerWidth, window.innerHeight, mrtBufferCount.value);loadingFeatures[2].status = 'success';loadingFeatures[2].statusText = '已初始化';};// 初始化实例化渲染系统const initializeInstancingSystem = async () => {instancingSystem = new InstancingSystem();loadingFeatures[3].status = 'success';loadingFeatures[3].statusText = '已初始化';};// 初始化 3D 纹理系统const initializeTexture3DSystem = async () => {texture3DSystem = new Texture3DSystem(renderer);loadingFeatures[4].status = 'success';loadingFeatures[4].statusText = '已初始化';};// 创建测试场景const createTestScene = async () => {// 添加光照const ambientLight = new THREE.AmbientLight(0x404040, 0.6);scene.add(ambientLight);const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);directionalLight.position.set(50, 50, 25);directionalLight.castShadow = true;scene.add(directionalLight);// 创建地面const groundGeometry = new THREE.PlaneGeometry(20, 20);const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x3a3a3a,roughness: 0.8,metalness: 0.2});const ground = new THREE.Mesh(groundGeometry, groundMaterial);ground.rotation.x = -Math.PI / 2;ground.receiveShadow = true;scene.add(ground);// 根据当前预设创建内容updateSceneContent();};// 更新场景内容const updateSceneContent = () => {// 清除现有内容(除了灯光和地面)const toRemove = [];scene.traverse((child) => {if (child.isMesh && child !== scene.children.find(c => c.geometry && c.geometry.type === 'PlaneGeometry')) {toRemove.push(child);}});toRemove.forEach(child => scene.remove(child));// 根据预设添加内容const preset = currentPreset.value;activeFeatures.value = preset.features;if (preset.features.includes('particles')) {createParticleSystem();}if (preset.features.includes('instancing')) {createInstancedObjects();}if (preset.features.includes('texture3d')) {create3DTextureDemo();}};// 创建粒子系统const createParticleSystem = () => {// 使用实例化网格创建粒子系统const particleGeometry = new THREE.SphereGeometry(0.1, 8, 6);const particleMaterial = new THREE.MeshStandardMaterial({color: 0x00aaff,roughness: 0.3,metalness: 0.1});const particleMesh = instancingSystem.createInstancedMesh(particleGeometry, particleMaterial, particleCount.value);// 初始化粒子位置for (let i = 0; i < particleCount.value; i++) {const position = new THREE.Vector3((Math.random() - 0.5) * 10,Math.random() * 5,(Math.random() - 0.5) * 10);const rotation = new THREE.Quaternion();rotation.setFromEuler(new THREE.Euler(Math.random() * Math.PI,Math.random() * Math.PI,Math.random() * Math.PI));const scale = new THREE.Vector3(1, 1, 1);const color = new THREE.Color(Math.random() * 0.5 + 0.5,Math.random() * 0.5 + 0.5,Math.random() * 0.5 + 0.5);instancingSystem.updateInstanceData(particleMesh.uuid, i, {position: position,rotation: rotation,scale: scale,color: color});}instancingSystem.applyInstanceData(particleMesh.uuid);scene.add(particleMesh);};// 创建实例化对象const createInstancedObjects = () => {const geometries = [new THREE.BoxGeometry(0.5, 0.5, 0.5),new THREE.SphereGeometry(0.3, 12, 8),new THREE.ConeGeometry(0.3, 0.8, 8)];const materials = [new THREE.MeshStandardMaterial({ color: 0xff4444, roughness: 0.3 }),new THREE.MeshStandardMaterial({ color: 0x44ff44, roughness: 0.3 }),new THREE.MeshStandardMaterial({ color: 0x4444ff, roughness: 0.3 })];for (let i = 0; i < 3; i++) {const instanceCount = Math.floor(instanceCount.value / 3);const instancedMesh = instancingSystem.createInstancedMesh(geometries[i], materials[i], instanceCount);for (let j = 0; j < instanceCount; j++) {const position = new THREE.Vector3((Math.random() - 0.5) * 15,Math.random() * 3,(Math.random() - 0.5) * 15);const rotation = new THREE.Quaternion();rotation.setFromEuler(new THREE.Euler(Math.random() * Math.PI,Math.random() * Math.PI, Math.random() * Math.PI));const scale = new THREE.Vector3(Math.random() * 0.5 + 0.5,Math.random() * 0.5 + 0.5,Math.random() * 0.5 + 0.5);instancingSystem.updateInstanceData(instancedMesh.uuid, j, {position: position,rotation: rotation,scale: scale});}instancingSystem.applyInstanceData(instancedMesh.uuid);scene.add(instancedMesh);}};// 创建3D纹理演示const create3DTextureDemo = () => {// 创建体积数据const volumeData = texture3DSystem.generateNoiseVolume(texture3DResolution.value,texture3DResolution.value,texture3DResolution.value,0.05);// 创建3D纹理const texture3D = texture3DSystem.create3DTexture(texture3DResolution.value,texture3DResolution.value,texture3DResolution.value,volumeData);// 创建体积渲染平面const volumeGeometry = new THREE.PlaneGeometry(8, 8);const volumeMaterial = new THREE.ShaderMaterial({uniforms: {volumeTexture: { value: texture3D },volumeSize: { value: new THREE.Vector3(texture3DResolution.value,texture3DResolution.value,texture3DResolution.value)},time: { value: 0 }},vertexShader: `varying vec2 vUv;void main() {vUv = uv;gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);}`,fragmentShader: `uniform sampler3D volumeTexture;uniform vec3 volumeSize;uniform float time;varying vec2 vUv;void main() {vec3 coord = vec3(vUv, sin(time * 0.001) * 0.5 + 0.5);vec4 color = texture(volumeTexture, coord);gl_FragColor = vec4(color.rgb, 1.0);}`,transparent: true});const volumeMesh = new THREE.Mesh(volumeGeometry, volumeMaterial);volumeMesh.position.set(0, 3, 0);scene.add(volumeMesh);};// 设置事件监听const setupEventListeners = () => {window.addEventListener('resize', onWindowResize);};// 窗口大小变化const onWindowResize = () => {if (!camera || !renderer) return;camera.aspect = window.innerWidth / window.innerHeight;camera.updateProjectionMatrix();renderer.setSize(window.innerWidth, window.innerHeight);if (mrtSystem) {mrtSystem.resize(window.innerWidth, window.innerHeight);}};// 加载特性预设const loadFeaturePreset = (preset) => {currentPreset.value = preset;updateSceneContent();};// 设置调试视图const setDebugView = (view) => {currentDebugView.value = view;// 实际实现应该切换渲染通道或着色器};// 启用 WebGL 1.0 回退const enableWebGL1Fallback = () => {console.log('启用 WebGL 1.0 回退模式');// 实际实现应该重新初始化使用 WebGL 1.0};// 显示兼容性信息const showCompatibilityInfo = () => {alert('WebGL 2.0 需要支持该标准的现代浏览器,如 Chrome 56+、Firefox 51+、Safari 15.2+、Edge 79+');};// 动画循环const animate = () => {requestAnimationFrame(animate);const deltaTime = clock.getDelta();// 更新控制器controls.update();// 更新计算着色器if (computeShaderEnabled.value && computeSystem && computeSystem.isSupported) {updateComputeShaders(deltaTime);}// 更新实例化对象if (instancingEnabled.value && dynamicInstancingEnabled.value) {updateInstancedObjects(deltaTime);}// 渲染场景renderScene();// 更新性能统计updatePerformanceStats(deltaTime);};// 更新计算着色器const updateComputeShaders = (deltaTime) => {const startTime = performance.now();// 这里应该执行实际的计算着色器代码// 简化实现 - 模拟计算时间if (computeSystem && computeSystem.isSupported) {// 模拟计算着色器执行setTimeout(() => {computeTime.value = performance.now() - startTime;}, 1);}};// 更新实例化对象const updateInstancedObjects = (deltaTime) => {// 动态更新实例位置和旋转instancingSystem.instancedMeshes.forEach((mesh, uuid) => {const data = instancingSystem.instanceData.get(uuid);if (!data) return;for (let i = 0; i < mesh.count; i++) {const idx = i * 3;const ridx = i * 4;// 简单动画:上下浮动和旋转data.positions[idx + 1] += Math.sin(Date.now() * 0.001 + i) * 0.01;// 更新旋转const rotation = new THREE.Quaternion();rotation.setFromEuler(new THREE.Euler(Date.now() * 0.0001,Date.now() * 0.0002 + i * 0.1,Date.now() * 0.0003));data.rotations[ridx] = rotation.x;data.rotations[ridx + 1] = rotation.y;data.rotations[ridx + 2] = rotation.z;data.rotations[ridx + 3] = rotation.w;}instancingSystem.applyInstanceData(uuid);});};// 渲染场景const renderScene = () => {if (mrtEnabled.value && mrtSystem) {// 使用多重渲染目标mrtSystem.bind();renderer.render(scene, camera);mrtSystem.unbind();// 这里应该添加延迟着色或后处理} else {// 前向渲染renderer.render(scene, camera);}};// 更新性能统计const updatePerformanceStats = (deltaTime) => {frameCount++;lastFpsUpdate += deltaTime;if (lastFpsUpdate >= 1.0) {currentFPS.value = Math.round(frameCount / lastFpsUpdate);// 模拟性能数据drawCalls.value = Math.floor(Math.random() * 50) + 10;instanceDraws.value = instancingEnabled.value ? instanceCount.value : 0;gpuMemory.value = Math.floor(Math.random() * 500) * 1024 * 1024;bufferCount.value = Math.floor(Math.random() * 20) + 5;frameCount = 0;lastFpsUpdate = 0;}};// 计算属性const loadingProgressStyle = computed(() => ({width: '100%'}));// 工具函数const formatNumber = (num) => {if (num >= 1000000) {return (num / 1000000).toFixed(1) + 'M';} else if (num >= 1000) {return (num / 1000).toFixed(1) + 'K';}return num.toString();};const formatMemory = (bytes) => {if (bytes >= 1024 * 1024) {return (bytes / (1024 * 1024)).toFixed(1) + ' MB';} else if (bytes >= 1024) {return (bytes / 1024).toFixed(1) + ' KB';}return bytes + ' B';};onMounted(() => {initScene();});onUnmounted(() => {if (renderer) {renderer.dispose();}if (mrtSystem) {mrtSystem.dispose();}window.removeEventListener('resize', onWindowResize);});return {webgl2Canvas,webgl2Supported,rendererType,gpuInfo,particleCount,simulationSpeed,physicsPrecision,computeShaderEnabled,transformFeedbackEnabled,realtimePhysicsEnabled,mrtBufferCount,gBufferResolution,mrtEnabled,deferredRenderingEnabled,hdrRenderingEnabled,instanceCount,instancingLOD,instancingEnabled,dynamicInstancingEnabled,frustumCullingEnabled,texture3DResolution,arrayTextureLayers,texture3DEnabled,arrayTexturesEnabled,textureCompressionEnabled,drawCalls,instanceDraws,computeTime,currentFPS,gpuMemory,bufferCount,isLoading,loadingMessage,showDebugOverlay,featurePresets,debugViews,loadingFeatures,currentPreset,currentDebugView,activeFeatures,loadingProgressStyle,loadFeaturePreset,setDebugView,enableWebGL1Fallback,showCompatibilityInfo,formatNumber,formatMemory};}
};
</script><style scoped>
.webgl2-features-container {width: 100%;height: 100vh;position: relative;background: #000;overflow: hidden;
}.webgl2-canvas {width: 100%;height: 100%;display: block;
}.features-controls {position: absolute;top: 20px;right: 20px;width: 380px;background: rgba(0, 0, 0, 0.95);padding: 20px;border-radius: 12px;color: white;backdrop-filter: blur(20px);border: 1px solid rgba(255, 255, 255, 0.1);max-height: 80vh;overflow-y: auto;
}.control-section {margin-bottom: 25px;padding-bottom: 15px;border-bottom: 1px solid rgba(255, 255, 255, 0.1);
}.control-section:last-child {margin-bottom: 0;border-bottom: none;
}.control-section h3 {color: #00aaff;margin-bottom: 15px;font-size: 16px;display: flex;align-items: center;gap: 8px;
}.webgl2-status {display: flex;flex-direction: column;gap: 8px;margin-bottom: 15px;
}.status-item {display: flex;justify-content: space-between;align-items: center;padding: 6px 0;font-size: 14px;
}.status-item span:first-child {color: #ccc;
}.status-supported {color: #00ff88;font-weight: bold;
}.status-unsupported {color: #ff4444;font-weight: bold;
}.feature-presets {display: grid;grid-template-columns: 1fr 1fr;gap: 8px;
}.preset-button {padding: 10px;border: 2px solid #444;border-radius: 6px;background: rgba(255, 255, 255, 0.05);color: white;cursor: pointer;font-size: 12px;transition: all 0.3s ease;
}.preset-button:hover {border-color: #00aaff;
}.preset-button.active {border-color: #00aaff;background: rgba(0, 170, 255, 0.2);box-shadow: 0 0 15px rgba(0, 170, 255, 0.3);
}.control-group {margin-bottom: 15px;
}.control-group label {display: flex;justify-content: space-between;align-items: center;margin-bottom: 8px;color: #ccc;font-size: 14px;
}.control-group input[type="range"] {width: 100%;height: 6px;background: #444;border-radius: 3px;outline: none;opacity: 0.7;transition: opacity 0.2s;
}.control-group input[type="range"]:hover {opacity: 1;
}.control-group input[type="range"]::-webkit-slider-thumb {appearance: none;width: 16px;height: 16px;border-radius: 50%;background: #00aaff;cursor: pointer;box-shadow: 0 0 10px rgba(0, 170, 255, 0.5);
}.control-group input[type="checkbox"] {width: 18px;height: 18px;accent-color: #00aaff;
}.compute-shader-controls,
.mrt-controls,
.instancing-controls,
.texture-controls {margin-bottom: 15px;
}.compute-options,
.mrt-options,
.instancing-options,
.texture-options {display: grid;grid-template-columns: 1fr;gap: 10px;
}.performance-stats {display: flex;flex-direction: column;gap: 8px;
}.stat-item {display: flex;justify-content: space-between;align-items: center;padding: 6px 0;font-size: 12px;
}.stat-item span:first-child {color: #ccc;
}.stat-item span:last-child {color: #00ff88;font-weight: bold;
}.debug-views {position: absolute;bottom: 20px;left: 20px;display: flex;gap: 8px;flex-wrap: wrap;
}.debug-button {padding: 8px 12px;border: 1px solid #444;border-radius: 4px;background: rgba(255, 255, 255, 0.1);color: white;cursor: pointer;font-size: 11px;transition: all 0.3s ease;
}.debug-button:hover {border-color: #00aaff;
}.debug-button.active {border-color: #00aaff;background: rgba(0, 170, 255, 0.2);
}.features-info {position: absolute;top: 20px;left: 20px;background: rgba(0, 0, 0, 0.8);padding: 15px;border-radius: 8px;backdrop-filter: blur(10px);border: 1px solid rgba(255, 255, 255, 0.1);
}.info-panel h4 {color: #00aaff;margin-bottom: 10px;font-size: 14px;
}.active-features {display: flex;flex-wrap: wrap;gap: 6px;
}.feature-tag {padding: 4px 8px;background: rgba(0, 170, 255, 0.2);border: 1px solid #00aaff;border-radius: 12px;font-size: 10px;color: #00aaff;
}.webgl2-indicator {position: absolute;top: 20px;right: 420px;display: flex;align-items: center;gap: 8px;padding: 6px 12px;border-radius: 20px;font-size: 12px;font-weight: bold;backdrop-filter: blur(10px);
}.webgl2-indicator.supported {background: rgba(0, 255, 136, 0.2);border: 1px solid #00ff88;color: #00ff88;
}.webgl2-indicator.unsupported {background: rgba(255, 68, 68, 0.2);border: 1px solid #ff4444;color: #ff4444;
}.indicator-dot {width: 8px;height: 8px;border-radius: 50%;
}.webgl2-indicator.supported .indicator-dot {background: #00ff88;box-shadow: 0 0 10px #00ff88;
}.webgl2-indicator.unsupported .indicator-dot {background: #ff4444;box-shadow: 0 0 10px #ff4444;
}.loading-overlay {position: absolute;top: 0;left: 0;width: 100%;height: 100%;background: linear-gradient(135deg, #1a1a2e, #16213e, #0f3460);display: flex;justify-content: center;align-items: center;z-index: 1000;
}.loading-content {text-align: center;color: white;
}.webgl2-loader {margin-bottom: 30px;
}.gpu-chip {width: 120px;height: 120px;background: linear-gradient(45deg, #00aaff, #0088cc);border-radius: 20px;margin: 0 auto;position: relative;display: grid;grid-template-columns: 1fr 1fr;grid-template-rows: 1fr 1fr;gap: 10px;padding: 15px;animation: chipGlow 2s infinite alternate;
}.chip-core {background: rgba(255, 255, 255, 0.2);border-radius: 8px;animation: corePulse 1.5s infinite ease-in-out;
}.chip-core:nth-child(1) { animation-delay: 0s; }
.chip-core:nth-child(2) { animation-delay: 0.3s; }
.chip-core:nth-child(3) { animation-delay: 0.6s; }
.chip-core:nth-child(4) { animation-delay: 0.9s; }.loading-content h3 {margin-bottom: 20px;color: white;font-size: 20px;
}.loading-progress {width: 400px;margin: 0 auto 20px;
}.progress-bar {width: 100%;height: 6px;background: rgba(255, 255, 255, 0.2);border-radius: 3px;overflow: hidden;margin-bottom: 10px;
}.progress-fill {height: 100%;background: linear-gradient(90deg, #00aaff, #00ff88);border-radius: 3px;transition: width 0.3s ease;
}.feature-loading {display: flex;flex-direction: column;gap: 10px;width: 400px;margin: 0 auto;
}.feature-item {display: flex;justify-content: space-between;align-items: center;padding: 8px 12px;background: rgba(255, 255, 255, 0.1);border-radius: 6px;font-size: 14px;
}.feature-item span:last-child.loading {color: #ffaa00;
}.feature-item span:last-child.success {color: #00ff88;
}.feature-item span:last-child.error {color: #ff4444;
}.feature-item span:last-child.warning {color: #ffaa00;
}.feature-item span:last-child.pending {color: #888;
}.unsupported-overlay {position: absolute;top: 0;left: 0;width: 100%;height: 100%;background: rgba(0, 0, 0, 0.9);display: flex;justify-content: center;align-items: center;z-index: 1000;
}.unsupported-content {text-align: center;color: white;background: rgba(255, 68, 68, 0.1);padding: 40px;border-radius: 12px;border: 1px solid rgba(255, 68, 68, 0.3);backdrop-filter: blur(20px);max-width: 500px;
}.warning-icon {font-size: 48px;margin-bottom: 20px;
}.unsupported-content h3 {margin-bottom: 15px;color: #ff4444;
}.unsupported-content p {margin-bottom: 25px;color: #ccc;line-height: 1.5;
}.fallback-options {display: flex;gap: 15px;justify-content: center;
}.fallback-button,
.info-button {padding: 12px 20px;border: none;border-radius: 6px;cursor: pointer;font-size: 14px;transition: all 0.3s ease;
}.fallback-button {background: rgba(0, 170, 255, 0.8);color: white;
}.fallback-button:hover {background: rgba(0, 170, 255, 1);transform: translateY(-2px);
}.info-button {background: rgba(255, 255, 255, 0.1);color: white;border: 1px solid rgba(255, 255, 255, 0.3);
}.info-button:hover {background: rgba(255, 255, 255, 0.2);
}@keyframes chipGlow {0% {box-shadow: 0 0 20px rgba(0, 170, 255, 0.5);}100% {box-shadow: 0 0 40px rgba(0, 170, 255, 0.8);}
}@keyframes corePulse {0%, 100% {opacity: 0.7;transform: scale(1);}50% {opacity: 1;transform: scale(1.1);}
}/* 响应式设计 */
@media (max-width: 768px) {.features-controls {width: 320px;right: 10px;top: 10px;padding: 15px;}.feature-presets {grid-template-columns: 1fr;}.webgl2-indicator {right: 340px;}.features-info {left: 10px;top: 10px;}.debug-views {left: 10px;bottom: 10px;}.loading-progress,.feature-loading {width: 300px;}
}
</style>

高级WebGL 2.0特性实现

统一缓冲区对象(UBO)系统

// 统一缓冲区管理系统
class UniformBufferSystem {constructor(renderer) {this.renderer = renderer;this.gl = renderer.getContext();this.buffers = new Map();this.bindings = new Map();this.nextBindingPoint = 0;}// 创建统一缓冲区createUniformBuffer(name, size, usage = this.gl.DYNAMIC_DRAW) {const buffer = this.gl.createBuffer();this.gl.bindBuffer(this.gl.UNIFORM_BUFFER, buffer);this.gl.bufferData(this.gl.UNIFORM_BUFFER, size, usage);this.gl.bindBuffer(this.gl.UNIFORM_BUFFER, null);const bufferInfo = {buffer: buffer,size: size,data: new ArrayBuffer(size),view: new DataView(new ArrayBuffer(size))};this.buffers.set(name, bufferInfo);return bufferInfo;}// 绑定统一缓冲区到着色器bindUniformBuffer(name, program, blockName, bindingPoint = this.nextBindingPoint++) {const bufferInfo = this.buffers.get(name);if (!bufferInfo) return;const blockIndex = this.gl.getUniformBlockIndex(program, blockName);if (blockIndex === this.gl.INVALID_INDEX) {console.warn(`Uniform block ${blockName} not found in program`);return;}this.gl.uniformBlockBinding(program, blockIndex, bindingPoint);this.gl.bindBufferBase(this.gl.UNIFORM_BUFFER, bindingPoint, bufferInfo.buffer);this.bindings.set(name, { program, blockName, bindingPoint });}// 更新统一缓冲区数据updateUniformBuffer(name, data, offset = 0) {const bufferInfo = this.buffers.get(name);if (!bufferInfo) return;// 将数据复制到ArrayBufferif (data instanceof Float32Array) {new Float32Array(bufferInfo.data).set(data, offset / 4);} else if (data instanceof Int32Array) {new Int32Array(bufferInfo.data).set(data, offset / 4);} else if (data instanceof Uint32Array) {new Uint32Array(bufferInfo.data).set(data, offset / 4);} else {console.warn('Unsupported data type for uniform buffer');return;}// 上传到GPUthis.gl.bindBuffer(this.gl.UNIFORM_BUFFER, bufferInfo.buffer);this.gl.bufferSubData(this.gl.UNIFORM_BUFFER, offset, data);this.gl.bindBuffer(this.gl.UNIFORM_BUFFER, null);}// 设置统一缓冲区的标量值setUniformBufferScalar(name, offset, value) {const bufferInfo = this.buffers.get(name);if (!bufferInfo) return;bufferInfo.view.setFloat32(offset, value, true);this.gl.bindBuffer(this.gl.UNIFORM_BUFFER, bufferInfo.buffer);this.gl.bufferSubData(this.gl.UNIFORM_BUFFER, offset, new Float32Array([value]));this.gl.bindBuffer(this.gl.UNIFORM_BUFFER, null);}// 设置统一缓冲区的向量值setUniformBufferVector(name, offset, x, y, z, w = 0) {const bufferInfo = this.buffers.get(name);if (!bufferInfo) return;const data = new Float32Array([x, y, z, w]);bufferInfo.view.setFloat32(offset, x, true);bufferInfo.view.setFloat32(offset + 4, y, true);bufferInfo.view.setFloat32(offset + 8, z, true);bufferInfo.view.setFloat32(offset + 12, w, true);this.gl.bindBuffer(this.gl.UNIFORM_BUFFER, bufferInfo.buffer);this.gl.bufferSubData(this.gl.UNIFORM_BUFFER, offset, data);this.gl.bindBuffer(this.gl.UNIFORM_BUFFER, null);}// 设置统一缓冲区的矩阵值setUniformBufferMatrix(name, offset, matrix) {const bufferInfo = this.buffers.get(name);if (!bufferInfo) return;const data = new Float32Array(16);for (let i = 0; i < 16; i++) {data[i] = matrix.elements[i];bufferInfo.view.setFloat32(offset + i * 4, matrix.elements[i], true);}this.gl.bindBuffer(this.gl.UNIFORM_BUFFER, bufferInfo.buffer);this.gl.bufferSubData(this.gl.UNIFORM_BUFFER, offset, data);this.gl.bindBuffer(this.gl.UNIFORM_BUFFER, null);}// 获取绑定点getBindingPoint(name) {const binding = this.bindings.get(name);return binding ? binding.bindingPoint : -1;}// 清理资源dispose() {for (const bufferInfo of this.buffers.values()) {this.gl.deleteBuffer(bufferInfo.buffer);}this.buffers.clear();this.bindings.clear();}
}// 顶点数组对象(VAO)管理系统
class VertexArraySystem {constructor(renderer) {this.renderer = renderer;this.gl = renderer.getContext();this.vaos = new Map();}// 创建顶点数组对象createVertexArray(name) {const vao = this.gl.createVertexArray();this.vaos.set(name, vao);return vao;}// 绑定顶点数组对象bindVertexArray(name) {const vao = this.vaos.get(name);if (vao) {this.gl.bindVertexArray(vao);} else {this.gl.bindVertexArray(null);}}// 设置顶点属性指针setupVertexAttributes(vaoName, attributes) {this.bindVertexArray(vaoName);attributes.forEach(attr => {const { buffer, size, type, normalized, stride, offset, divisor } = attr;this.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer);this.gl.enableVertexAttribArray(attr.location);this.gl.vertexAttribPointer(attr.location, size, type, normalized, stride, offset);// 设置实例化除数if (divisor !== undefined) {this.gl.vertexAttribDivisor(attr.location, divisor);}});this.gl.bindVertexArray(null);this.gl.bindBuffer(this.gl.ARRAY_BUFFER, null);}// 绘制顶点数组对象drawVertexArray(vaoName, mode, count, instances = 1) {const vao = this.vaos.get(vaoName);if (!vao) return;this.gl.bindVertexArray(vao);if (instances > 1) {this.gl.drawArraysInstanced(mode, 0, count, instances);} else {this.gl.drawArrays(mode, 0, count);}this.gl.bindVertexArray(null);}// 删除顶点数组对象deleteVertexArray(name) {const vao = this.vaos.get(name);if (vao) {this.gl.deleteVertexArray(vao);this.vaos.delete(name);}}// 清理所有顶点数组对象dispose() {for (const vao of this.vaos.values()) {this.gl.deleteVertexArray(vao);}this.vaos.clear();}
}

注意事项与最佳实践

  1. 性能优化策略

    • 优先使用统一缓冲区对象减少API调用
    • 利用顶点数组对象优化状态切换
    • 使用实例化渲染减少绘制调用
    • 合理使用变换反馈减少CPU-GPU数据传输
  2. 兼容性处理

    • 提供WebGL 1.0回退方案
    • 检测特性支持并优雅降级
    • 使用扩展检测确保功能可用性
    • 为不同硬件提供多级质量预设
  3. 内存管理

    • 及时删除不再使用的缓冲区和纹理
    • 使用对象池重用WebGL资源
    • 监控GPU内存使用情况
    • 实现资源的延迟加载和卸载
  4. 调试与开发

    • 使用WebGL调试扩展
    • 实现详细的错误检查和处理
    • 提供性能分析工具
    • 支持着色器热重载

下一节预告

第39节:3D打印输出与模型导出准备
将深入探索3D模型导出技术,包括:几何体拓扑检查、STL/OBJ格式导出、3D打印优化、网格修复,以及如何为不同制造工艺准备3D模型。

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