I am trying to visualize a grand strategy (EU4, CK3, HOI) like map in Three.js. I started creating meshes for every cell. the results are fine (screenshot 1 & 2).
Separate mesh approach - simple land / water differentiation :
Separate mesh approach - random cell color :
however, with a lot of cells, performance becomes an issue (I am getting 15fps with 10k cells). In order to improve performance I would like to combine all these separate indices & vertex arrays into 2 big arrays, which will then be used to create a single mesh.
I am looping through all my cells to push their indices, vertices & colors into the big arrays like so:
addCellGeometryToMapGeometry(cell) {
let startIndex = this.mapVertices.length;
let cellIndices = cell.indices.length;
let cellVertices = cell.vertices.length;
let color = new THREE.Color( Math.random(), Math.random(), Math.random() );
for (let i = 0; i < cellIndices; i++) {
this.mapIndices.push(startIndex + cell.indices[i]);
}
for (let i = 0; i < cellVertices; i++) {
this.mapVertices.push(cell.vertices[i]);
this.mapColors.push (color);
}
}
I then generate the combined mesh:
generateMapMesh() {
let geometry = new THREE.BufferGeometry();
const material = new THREE.MeshPhongMaterial( {
side: THREE.DoubleSide,
flatShading: true,
vertexColors: true,
shininess: 0
} );
geometry.setIndex( this.mapIndices );
geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( this.mapVertices, 3 ) );
geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( new Float32Array(this.mapColors.length), 3 ) );
for ( let i = 0; i < this.mapColors.length; i ++ ) {
geometry.attributes.color.setXYZ(i, this.mapColors[i].r, this.mapColors[i].g, this.mapColors[i].b);
}
return new THREE.Mesh( geometry, material );
}
Unfortunately the results are underwhelming: While the data in the combined arrays look okay, only every third cell is rendered. In some cases the indices seem to get mixed up too.
Combined approach - random cell colors :
In other similar topics it is recommended to merge existing meshes. However, I figured that my approach should allow me to better understand what is actually happening & potentially save on performance as well.
Has my code obvious flaws that I cannot see?
Or am I generally on a wrong path, if so, how should it be done instead?
I actually found the issue in my code. wrong:
let startIndex = this.mapVertices.length;
The issue here is that the values in the indices array always reference a vertex (which consists of 3 consecutive array entries in the vertices array). correct:
let startIndex = this.mapVertices.length / 3;
Additionally I should only push one color per vertex instead of one per vertex array entry (= 1 per coordinate) but make sure that the arraylength of the geometry.color attribute stays at it is.
With these 2 changes, the result for the combined mesh looks exactly the same as when creating a separate mesh for every cell. The performance improvement is impressive.
separate meshes:
combined mesh:
Here are the fixed snippets:
addCellGeometryToMapGeometry(cell) {
let startIndex = this.mapVertices.length / 3;
let cellIndices = cell.indices.length;
let cellVertices = cell.vertices.length;
console.log('Vertex-- maplength: ' + startIndex + ' celllength: ' + cellVertices);
console.log('Indices -- maplength: ' + this.mapIndices.length + ' celllength: ' + cellIndices);
console.log({cell});
let color = new THREE.Color( Math.random(), Math.random(), Math.random() );
for (let i = 0; i < cellIndices; i++) {
this.mapIndices.push(startIndex + cell.indices[i]);
}
for (let i = 0; i < cellVertices; i++) {
this.mapVertices.push(cell.vertices[i]);
if (i % 3 === 0) { this.mapColors.push (color); }
}
}
generateMapMesh() {
let geometry = new THREE.BufferGeometry();
const material = new THREE.MeshPhongMaterial( {
side: THREE.DoubleSide,
flatShading: true,
vertexColors: true,
shininess: 0
} );
geometry.setIndex( this.mapIndices );
geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( this.mapVertices, 3 ) );
geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( new Float32Array(this.mapVertices.length), 3 ) );
for ( let i = 0; i < this.mapColors.length; i ++ ) {
geometry.attributes.color.setXYZ(i, this.mapColors[i].r, this.mapColors[i].g, this.mapColors[i].b);
}
return new THREE.Mesh( geometry, material );
}