webgl_camera_logarithmicdepthbuffer.html 12 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - cameras - logarithmic depth buffer</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. <style>
  8. body {
  9. color: #808080;
  10. font-family:Monospace;
  11. font-size:13px;
  12. text-align:center;
  13. background-color: #000;
  14. margin: 0px;
  15. overflow: hidden;
  16. }
  17. #info {
  18. position: absolute;
  19. top: 0px; width: 100%;
  20. padding: 5px;
  21. z-index: 100;
  22. color: #ddd;
  23. text-shadow: 0 0 1px rgba(0,0,0,1);
  24. }
  25. a {
  26. color: #0080ff;
  27. }
  28. b { color: lightgreen }
  29. #stats { position: absolute; top:0; left: 0 }
  30. .renderer_label {
  31. position: absolute;
  32. bottom: 1em;
  33. width: 100%;
  34. color: white;
  35. z-index: 10;
  36. display: block;
  37. text-align: center;
  38. }
  39. .renderer_label.renderer_label_normal {
  40. }
  41. .renderer_label.renderer_label_logzbuf {
  42. }
  43. #container {
  44. white-space: nowrap;
  45. }
  46. #container_normal {
  47. width: 50%;
  48. display: inline-block;
  49. position: relative;
  50. overflow: hidden;
  51. }
  52. #container_logzbuf {
  53. width: 50%;
  54. display: inline-block;
  55. position: relative;
  56. overflow: hidden;
  57. }
  58. #renderer_border {
  59. position: absolute;
  60. top: 0;
  61. bottom: 0;
  62. width: 2px;
  63. z-index: 10;
  64. opacity: .8;
  65. background: #ccc;
  66. border: 1px inset #ccc;
  67. cursor: col-resize;
  68. }
  69. </style>
  70. </head>
  71. <body>
  72. <div id="container">
  73. <div id="container_normal"><h2 class="renderer_label renderer_label_normal">normal z-buffer</h2></div><div id="container_logzbuf"><h2 class="renderer_label renderer_label_logzbuf">logarithmic z-buffer</h2></div>
  74. <div id="renderer_border"></div>
  75. </div>
  76. <div id="info">
  77. <a href="http://threejs.org" target="_blank">three.js</a> - cameras - logarithmic depth buffer<br/>
  78. Zoom through scene with objects ranging in size from 1µm to 100,000,000 light years using the mousewheel<br/>
  79. Linear z-buffer handles close-up objects well, but fails spectacularly at distant objects<br/>
  80. Logarithmic handles all but the smallest objects with ease
  81. </div>
  82. <script src="../build/three.min.js"></script>
  83. <script src="js/libs/stats.min.js"></script>
  84. <script src="fonts/helvetiker_regular.typeface.js"></script>
  85. <script>
  86. // 1 micrometer to 100 billion light years in one scene, with 1 unit = 1 meter? preposterous! and yet...
  87. var NEAR = 1e-6, FAR = 1e27;
  88. var SCREEN_WIDTH = window.innerWidth;
  89. var SCREEN_HEIGHT = window.innerHeight;
  90. var screensplit = .25, screensplit_right = 0;
  91. var mouse = [.5, .5];
  92. var zoompos = -100, minzoomspeed = .015;
  93. var zoomspeed = minzoomspeed;
  94. var container, stats;
  95. var objects = {};
  96. // Generate a number of text labels, from 1µm in size up to 100,000,000 light years
  97. // Try to use some descriptive real-world examples of objects at each scale
  98. var labeldata = [
  99. { size: .01, scale: .001, label: "microscopic (1µm)", scale: .0001 }, // FIXME - triangulating text fails at this size, so we scale instead
  100. { size: .01, scale: 0.1, label: "minuscule (1mm)", scale: .1},
  101. { size: .01, scale: 1.0, label: "tiny (1cm)", scale: 1 },
  102. { size: 1, scale: 1.0, label: "child-sized (1m)", scale: 1 },
  103. { size: 10, scale: 1.0, label: "tree-sized (10m)", scale: 1 },
  104. { size: 100, scale: 1.0, label: "building-sized (100m)", scale: 1 },
  105. { size: 1000, scale: 1.0, label: "medium (1km)", scale: 1 },
  106. { size: 10000, scale: 1.0, label: "city-sized (10km)", scale: 1 },
  107. { size: 3400000, scale: 1.0, label: "moon-sized (3,400 Km)", scale: 1 },
  108. { size: 12000000, scale: 1.0, label: "planet-sized (12,000 km)", scale: 1 },
  109. { size: 1400000000, scale: 1.0, label: "sun-sized (1,400,000 km)", scale: 1 },
  110. { size: 7.47e12, scale: 1.0, label: "solar system-sized (50Au)", scale: 1 },
  111. { size: 9.4605284e15, scale: 1.0, label: "gargantuan (1 light year)", scale: 1 },
  112. { size: 3.08567758e16, scale: 1.0, label: "ludicrous (1 parsec)", scale: 1 },
  113. { size: 1e19, scale: 1.0, label: "mind boggling (1000 light years)", scale: 1 },
  114. { size: 1.135e21, scale: 1.0, label: "galaxy-sized (120,000 light years)", scale: 1 },
  115. { size: 9.46e23, scale: 1.0, label: "... (100,000,000 light years)", scale: 1 }
  116. ];
  117. init();
  118. animate();
  119. function init() {
  120. container = document.getElementById( 'container' );
  121. // Initialize two copies of the same scene, one with normal z-buffer and one with logarithmic z-buffer
  122. objects.normal = initScene('normal', false);
  123. objects.logzbuf = initScene('logzbuf', true);
  124. stats = new Stats();
  125. container.appendChild(stats.domElement);
  126. // Resize border allows the user to easily compare effects of logarithmic depth buffer over the whole scene
  127. border = document.getElementById( 'renderer_border' );
  128. border.addEventListener("mousedown", onBorderMouseDown);
  129. window.addEventListener( 'resize', onWindowResize, false );
  130. window.addEventListener( 'mousewheel', onMouseWheel, false );
  131. window.addEventListener( 'DOMMouseScroll', onMouseWheel, false );
  132. window.addEventListener( 'mousemove', onMouseMove, false );
  133. render();
  134. }
  135. function initScene(name, logDepthBuf) {
  136. var scene = new THREE.Scene();
  137. var framecontainer = document.getElementById('container_' + name);
  138. var camera = new THREE.PerspectiveCamera( 50, screensplit * SCREEN_WIDTH / SCREEN_HEIGHT, NEAR, FAR );
  139. scene.add(camera);
  140. var light = new THREE.DirectionalLight(0xffffff, 1);
  141. light.position.set(100,100,100);
  142. scene.add(light);
  143. var materialargs = {
  144. color: 0xffffff,
  145. specular: 0xffaa00,
  146. shininess: 50,
  147. shading: THREE.SmoothShading,
  148. emissive: 0x000000
  149. };
  150. var geomtransform = new THREE.Matrix4();
  151. var tmpvec = new THREE.Vector3();
  152. var meshes = [];
  153. var coloroffset = 0;
  154. var colorskip = ['black', 'antiquewhite', 'bisque', 'beige', 'blanchedalmond', 'darkblue', 'darkcyan'];
  155. var colorkeys = Object.keys( THREE.ColorKeywords );
  156. var geometry = new THREE.SphereBufferGeometry(0.5, 24, 12);
  157. for (var i = 0; i < labeldata.length; i++) {
  158. var scale = labeldata[i].scale || 1;
  159. var labelgeo = new THREE.TextGeometry( labeldata[i].label, {
  160. size: labeldata[i].size,
  161. height: labeldata[i].size / 2,
  162. font: 'helvetiker',
  163. });
  164. labelgeo.computeBoundingSphere();
  165. // center text
  166. geomtransform.setPosition( tmpvec.set( -labelgeo.boundingSphere.radius, 0, 0 ) );
  167. labelgeo.applyMatrix( geomtransform );
  168. // Pick a color at "random". Exclude black, because it looks bad.
  169. while ( colorskip.indexOf( colorkeys[ i + coloroffset ] ) != -1 ) {
  170. coloroffset++;
  171. }
  172. materialargs.color = THREE.ColorKeywords[ colorkeys[ i + coloroffset ] ];
  173. var material = new THREE.MeshPhongMaterial( materialargs );
  174. var group = new THREE.Group();
  175. group.position.z = -labeldata[i].size * scale;
  176. scene.add(group);
  177. var textmesh = new THREE.Mesh( labelgeo, material );
  178. textmesh.scale.set(scale, scale, scale);
  179. textmesh.position.z = -labeldata[i].size * scale;
  180. textmesh.position.y = labeldata[i].size / 4 * scale;
  181. group.add(textmesh);
  182. var dotmesh = new THREE.Mesh(geometry, material);
  183. dotmesh.position.y = -labeldata[i].size / 4 * scale;
  184. dotmesh.scale.multiplyScalar(labeldata[i].size * scale);
  185. group.add(dotmesh);
  186. }
  187. var renderer = new THREE.WebGLRenderer({ antialias: true, logarithmicDepthBuffer: logDepthBuf });
  188. renderer.setPixelRatio( window.devicePixelRatio );
  189. renderer.setSize(SCREEN_WIDTH/2, SCREEN_HEIGHT);
  190. renderer.domElement.style.position = "relative";
  191. renderer.domElement.id = 'renderer_' + name;
  192. framecontainer.appendChild(renderer.domElement);
  193. return { container: framecontainer, renderer: renderer, scene: scene, camera: camera }
  194. }
  195. function updateRendererSizes() {
  196. // Recalculate size for both renderers when screen size or split location changes
  197. SCREEN_WIDTH = window.innerWidth;
  198. SCREEN_HEIGHT = window.innerHeight;
  199. screensplit_right = 1 - screensplit;
  200. objects.normal.renderer.setSize( screensplit * SCREEN_WIDTH, SCREEN_HEIGHT );
  201. objects.normal.camera.aspect = screensplit * SCREEN_WIDTH / SCREEN_HEIGHT;
  202. objects.normal.camera.updateProjectionMatrix();
  203. objects.normal.camera.setViewOffset( SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, SCREEN_WIDTH * screensplit, SCREEN_HEIGHT );
  204. objects.normal.container.style.width = (screensplit * 100) + '%';
  205. objects.logzbuf.renderer.setSize( screensplit_right * SCREEN_WIDTH, SCREEN_HEIGHT );
  206. objects.logzbuf.camera.aspect = screensplit_right * SCREEN_WIDTH / SCREEN_HEIGHT;
  207. objects.logzbuf.camera.updateProjectionMatrix();
  208. objects.logzbuf.camera.setViewOffset( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH * screensplit, 0, SCREEN_WIDTH * screensplit_right, SCREEN_HEIGHT );
  209. objects.logzbuf.container.style.width = (screensplit_right * 100) + '%';
  210. border.style.left = (screensplit * 100) + "%";
  211. }
  212. function animate() {
  213. requestAnimationFrame( animate );
  214. render();
  215. }
  216. function render() {
  217. // Put some limits on zooming
  218. var minzoom = labeldata[0].size * labeldata[0].scale*1;
  219. var maxzoom = labeldata[labeldata.length-1].size * labeldata[labeldata.length-1].scale * 100;
  220. var damping = (Math.abs(zoomspeed) > minzoomspeed ? .95 : 1.0);
  221. // Zoom out faster the further out you go
  222. var zoom = THREE.Math.clamp(Math.pow(Math.E, zoompos), minzoom, maxzoom);
  223. zoompos = Math.log(zoom);
  224. // Slow down quickly at the zoom limits
  225. if ((zoom == minzoom && zoomspeed < 0) || (zoom == maxzoom && zoomspeed > 0)) {
  226. damping = .85;
  227. }
  228. zoompos += zoomspeed;
  229. zoomspeed *= damping;
  230. objects.normal.camera.position.x = Math.sin(.5 * Math.PI * (mouse[0] - .5)) * zoom;
  231. objects.normal.camera.position.y = Math.sin(.25 * Math.PI * (mouse[1] - .5)) * zoom;
  232. objects.normal.camera.position.z = Math.cos(.5 * Math.PI * (mouse[0] - .5)) * zoom;
  233. objects.normal.camera.lookAt(objects.normal.scene.position);
  234. // Clone camera settings across both scenes
  235. objects.logzbuf.camera.position.copy(objects.normal.camera.position);
  236. objects.logzbuf.camera.quaternion.copy(objects.normal.camera.quaternion);
  237. // Update renderer sizes if the split has changed
  238. if (screensplit_right != 1 - screensplit) {
  239. updateRendererSizes();
  240. }
  241. objects.normal.renderer.render(objects.normal.scene, objects.normal.camera);
  242. objects.logzbuf.renderer.render(objects.logzbuf.scene, objects.logzbuf.camera);
  243. stats.update();
  244. }
  245. function onWindowResize(event) {
  246. updateRendererSizes();
  247. }
  248. function onBorderMouseDown(ev) {
  249. // activate draggable window resizing bar
  250. window.addEventListener("mousemove", onBorderMouseMove);
  251. window.addEventListener("mouseup", onBorderMouseUp);
  252. ev.stopPropagation();
  253. ev.preventDefault();
  254. }
  255. function onBorderMouseMove(ev) {
  256. screensplit = Math.max(0, Math.min(1, ev.clientX / window.innerWidth));
  257. ev.stopPropagation();
  258. }
  259. function onBorderMouseUp(ev) {
  260. window.removeEventListener("mousemove", onBorderMouseMove);
  261. window.removeEventListener("mouseup", onBorderMouseUp);
  262. }
  263. function onMouseMove(ev) {
  264. mouse[0] = ev.clientX / window.innerWidth;
  265. mouse[1] = ev.clientY / window.innerHeight;
  266. }
  267. function onMouseWheel(ev) {
  268. var amount = -ev.wheelDeltaY || ev.detail;
  269. var dir = amount / Math.abs(amount);
  270. zoomspeed = dir/10;
  271. // Slow down default zoom speed after user starts zooming, to give them more control
  272. minzoomspeed = 0.001;
  273. }
  274. </script>
  275. </body>
  276. </html>