1.1.3 WebGL vs. Three.js
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小牛编辑
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2023-12-01
为了比较说明Three.js能大大简化WebGL的开发,我们使用最简单的例子进行比较:渲染黑色背景下的白色正方形和三角形。效果如图:
Three.js需要30行左右的代码:
var renderer = new THREE.WebGLRenderer({
canvas: document.getElementById('mainCanvas')
});
renderer.setClearColor(0x000000); // black
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(45, 4 / 3, 1, 1000);
camera.position.set(0, 0, 5);
camera.lookAt(new THREE.Vector3(0, 0, 0));
scene.add(camera);
var material = new THREE.MeshBasicMaterial({
color: 0xffffff // white
});
// plane
var planeGeo = new THREE.PlaneGeometry(1.5, 1.5);
var plane = new THREE.Mesh(planeGeo, material);
plane.position.x = 1;
scene.add(plane);
// triangle
var triGeo = new THREE.Geometry();
triGeo.vertices = [new THREE.Vector3(0, -0.8, 0),
new THREE.Vector3(-2, -0.8, 0), new THREE.Vector3(-1, 0.8, 0)];
triGeo.faces.push(new THREE.Face3(0, 2, 1));
var triangle = new THREE.Mesh(triGeo, material);
scene.add(triangle);
renderer.render(scene, camera);
如果接触过图形学知识,这里的代码应该很容易理解,如果不懂也没关系,接下来几章会进行详细说明。所以在此就不花费篇章解释这几行代码了。
以下摘录实现相同功能的WebGL代码,来自博客http://learningwebgl.com/blog/?p=28。
var gl;
function initGL(canvas) {
try {
gl = canvas.getContext("experimental-webgl");
gl.viewportWidth = canvas.width;
gl.viewportHeight = canvas.height;
} catch (e) {
}
if (!gl) {
alert("Could not initialise WebGL, sorry :-(");
}
}
function getShader(gl, id) {
var shaderScript = document.getElementById(id);
if (!shaderScript) {
return null;
}
var str = "";
var k = shaderScript.firstChild;
while (k) {
if (k.nodeType == 3) {
str += k.textContent;
}
k = k.nextSibling;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") {
shader = gl.createShader(gl.FRAGMENT_SHADER);
} else if (shaderScript.type == "x-shader/x-vertex") {
shader = gl.createShader(gl.VERTEX_SHADER);
} else {
return null;
}
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
var shaderProgram;
function initShaders() {
var fragmentShader = getShader(gl, "shader-fs");
var vertexShader = getShader(gl, "shader-vs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
}
var mvMatrix = mat4.create();
var pMatrix = mat4.create();
function setMatrixUniforms() {
gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);
}
var triangleVertexPositionBuffer;
var squareVertexPositionBuffer;
function initBuffers() {
triangleVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
var vertices = [
0.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
triangleVertexPositionBuffer.itemSize = 3;
triangleVertexPositionBuffer.numItems = 3;
squareVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
vertices = [
1.0, 1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, -1.0, 0.0,
-1.0, -1.0, 0.0
];
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
squareVertexPositionBuffer.itemSize = 3;
squareVertexPositionBuffer.numItems = 4;
}
function drawScene() {
gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
mat4.perspective(45, gl.viewportWidth / gl.viewportHeight, 0.1, 100.0, pMatrix);
mat4.identity(mvMatrix);
mat4.translate(mvMatrix, [-1.5, 0.0, -7.0]);
gl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, triangleVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
setMatrixUniforms();
gl.drawArrays(gl.TRIANGLES, 0, triangleVertexPositionBuffer.numItems);
mat4.translate(mvMatrix, [3.0, 0.0, 0.0]);
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexPositionBuffer);
gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, squareVertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
setMatrixUniforms();
gl.drawArrays(gl.TRIANGLE_STRIP, 0, squareVertexPositionBuffer.numItems);
}
function webGLStart() {
var canvas = document.getElementById("lesson01-canvas");
initGL(canvas);
initShaders();
initBuffers();
gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.enable(gl.DEPTH_TEST);
drawScene();
}
从上面的代码我们不难发现,使用原生WebGL接口实现同样功能需要5倍多的代码量,而且很多代码对于没有图形学基础的程序员是很难看懂的。由这个例子我们可以看出,使用Three.js开发要比WebGL更快更高效。尤其对图形学知识不熟悉的程序员而言,使用Three.js能够降低学习成本,提高三维图形程序开发的效率。