webgl_camera_logarithmicdepthbuffer.html 11 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. }
  23. a {
  24. color: #0080ff;
  25. }
  26. b { color: lightgreen }
  27. #stats { position: absolute; top:0; left: 0 }
  28. .renderer_label {
  29. position: absolute;
  30. bottom: 1em;
  31. width: 100%;
  32. color: white;
  33. z-index: 10;
  34. display: block;
  35. text-align: center;
  36. }
  37. .renderer_label.renderer_label_normal {
  38. }
  39. .renderer_label.renderer_label_logzbuf {
  40. }
  41. #container {
  42. white-space: nowrap;
  43. }
  44. #container_normal {
  45. width: 50%;
  46. display: inline-block;
  47. position: relative;
  48. overflow: hidden;
  49. }
  50. #container_logzbuf {
  51. width: 50%;
  52. display: inline-block;
  53. position: relative;
  54. overflow: hidden;
  55. }
  56. #renderer_border {
  57. position: absolute;
  58. top: 0;
  59. bottom: 0;
  60. width: 2px;
  61. z-index: 10;
  62. opacity: .8;
  63. background: #ccc;
  64. border: 1px inset #ccc;
  65. cursor: col-resize;
  66. }
  67. </style>
  68. </head>
  69. <body>
  70. <div id="container">
  71. <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>
  72. <div id="renderer_border"></div>
  73. </div>
  74. <div id="info">
  75. <a href="http://threejs.org" target="_blank">three.js</a> - cameras - logarithmic depth buffer<br/>
  76. Zoom through scene with objects ranging in size from 1µm to 120,000 light years using the mousewheel<br/>
  77. Linear z-buffer handles close-up objects well, but fails spectacularly at distant objects<br/>
  78. Logarithmic handles all but the smallest objects with ease
  79. </div>
  80. <script src="../build/three.min.js"></script>
  81. <script src="js/libs/stats.min.js"></script>
  82. <script src="fonts/helvetiker_regular.typeface.js"></script>
  83. <script>
  84. // 1 micrometer to 100 billion light years in one scene, with 1 unit = 1 meter? preposterous! and yet...
  85. var NEAR = 1e-6, FAR = 1e27;
  86. var SCREEN_WIDTH = window.innerWidth;
  87. var SCREEN_HEIGHT = window.innerHeight;
  88. var screensplit = .25, screensplit_right = 0;
  89. var mouse = [.5, .5];
  90. var zoompos = -100, minzoomspeed = .015;
  91. var zoomspeed = minzoomspeed;
  92. var container, stats;
  93. var objects = {};
  94. // Generate a number of text labels, from 1µm in size up to 100,000,000 light years
  95. // Try to use some descriptive real-world examples of objects at each scale
  96. var labeldata = [
  97. { size: .01, scale: .001, label: "microscopic (1µm)", scale: .0001 }, // FIXME - triangulating text fails at this size, so we scale instead
  98. { size: .01, scale: 0.1, label: "minuscule (1mm)", scale: .1},
  99. { size: .01, scale: 1.0, label: "tiny (1cm)", scale: 1 },
  100. { size: 1, scale: 1.0, label: "child-sized (1m)", scale: 1 },
  101. { size: 10, scale: 1.0, label: "tree-sized (10m)", scale: 1 },
  102. { size: 100, scale: 1.0, label: "building-sized (100m)", scale: 1 },
  103. { size: 1000, scale: 1.0, label: "medium (1km)", scale: 1 },
  104. { size: 10000, scale: 1.0, label: "city-sized (10km)", scale: 1 },
  105. { size: 3400000, scale: 1.0, label: "moon-sized (3,400 Km)", scale: 1 },
  106. { size: 12000000, scale: 1.0, label: "planet-sized (12,000 km)", scale: 1 },
  107. { size: 1400000000, scale: 1.0, label: "sun-sized (1,400,000 km)", scale: 1 },
  108. { size: 7.47e12, scale: 1.0, label: "solar system-sized (50Au)", scale: 1 },
  109. { size: 9.4605284e15, scale: 1.0, label: "gargantuan (1 light year)", scale: 1 },
  110. { size: 3.08567758e16, scale: 1.0, label: "ludicrous (1 parsec)", scale: 1 },
  111. { size: 1e19, scale: 1.0, label: "mind boggling (1000 light years)", scale: 1 },
  112. { size: 1.135e21, scale: 1.0, label: "galaxy-sized (120,000 light years)", scale: 1 },
  113. { size: 9.46e23, scale: 1.0, label: "... (100,000,000 light years)", scale: 1 }
  114. ];
  115. init();
  116. animate();
  117. function init() {
  118. container = document.getElementById( 'container' );
  119. // Initialize two copies of the same scene, one with normal z-buffer and one with logarithmic z-buffer
  120. objects.normal = initScene('normal', false);
  121. objects.logzbuf = initScene('logzbuf', true);
  122. stats = new Stats();
  123. container.appendChild(stats.domElement);
  124. // Resize border allows the user to easily compare effects of logarithmic depth buffer over the whole scene
  125. border = document.getElementById( 'renderer_border' );
  126. border.addEventListener("mousedown", onBorderMouseDown);
  127. window.addEventListener( 'resize', onWindowResize, false );
  128. window.addEventListener( 'mousewheel', onMouseWheel, false );
  129. window.addEventListener( 'DOMMouseScroll', onMouseWheel, false );
  130. window.addEventListener( 'mousemove', onMouseMove, false );
  131. render();
  132. }
  133. function initScene(name, logDepthBuf) {
  134. var scene = new THREE.Scene();
  135. var framecontainer = document.getElementById('container_' + name);
  136. var camera = new THREE.PerspectiveCamera( 50, screensplit * SCREEN_WIDTH / SCREEN_HEIGHT, NEAR, FAR );
  137. scene.add(camera);
  138. var light = new THREE.DirectionalLight(0xffffff, 1);
  139. light.position.set(100,100,100);
  140. scene.add(light);
  141. var pointlight = new THREE.PointLight(0xffccaa, .1);
  142. pointlight.position = camera.position;
  143. scene.add(pointlight);
  144. var materialargs = {
  145. color: 0xffffff,
  146. specular: 0xffaa00,
  147. shininess: 50,
  148. metal: true,
  149. shading: THREE.SmoothShading,
  150. emissive: 0x333333
  151. };
  152. var geomtransform = new THREE.Matrix4();
  153. var tmpvec = new THREE.Vector3();
  154. var meshes = [];
  155. var coloroffset = 0;
  156. var colorskip = ['black', 'antiquewhite', 'bisque', 'beige', 'blanchedalmond', 'darkblue', 'darkcyan'];
  157. var colorkeys = Object.keys( THREE.ColorKeywords );
  158. for (var i = 0; i < labeldata.length; i++) {
  159. var scale = labeldata[i].scale || 1;
  160. var labelgeo = new THREE.TextGeometry( labeldata[i].label, {
  161. size: labeldata[i].size,
  162. height: labeldata[i].size / 2,
  163. font: 'helvetiker',
  164. });
  165. labelgeo.computeBoundingSphere();
  166. // center text
  167. geomtransform.setPosition( tmpvec.set( -labelgeo.boundingSphere.radius, 0, 0 ) );
  168. labelgeo.applyMatrix( geomtransform );
  169. // Pick a color at "random". Exclude black, because it looks bad.
  170. while ( colorskip.indexOf( colorkeys[ i + coloroffset ] ) != -1 ) {
  171. coloroffset++;
  172. }
  173. materialargs.color = THREE.ColorKeywords[ colorkeys[ i + coloroffset ] ];
  174. var mesh = new THREE.Mesh( labelgeo, new THREE.MeshPhongMaterial( materialargs ) );
  175. mesh.position.z = -labeldata[i].size * 1 * scale;
  176. mesh.scale.set(scale, scale, scale);
  177. scene.add(mesh);
  178. }
  179. var renderer = new THREE.WebGLRenderer({ antialias: true, logarithmicDepthBuffer: logDepthBuf });
  180. renderer.setSize(SCREEN_WIDTH/2, SCREEN_HEIGHT);
  181. renderer.domElement.style.position = "relative";
  182. renderer.domElement.id = 'renderer_' + name;
  183. framecontainer.appendChild(renderer.domElement);
  184. return { container: framecontainer, renderer: renderer, scene: scene, camera: camera }
  185. }
  186. function updateRendererSizes() {
  187. // Recalculate size for both renderers when screen size or split location changes
  188. SCREEN_WIDTH = window.innerWidth;
  189. SCREEN_HEIGHT = window.innerHeight;
  190. screensplit_right = 1 - screensplit;
  191. objects.normal.renderer.setSize( screensplit * SCREEN_WIDTH, SCREEN_HEIGHT );
  192. objects.normal.camera.aspect = screensplit * SCREEN_WIDTH / SCREEN_HEIGHT;
  193. objects.normal.camera.updateProjectionMatrix();
  194. objects.normal.camera.setViewOffset( SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, SCREEN_WIDTH * screensplit, SCREEN_HEIGHT );
  195. objects.normal.container.style.width = (screensplit * 100) + '%';
  196. objects.logzbuf.renderer.setSize( screensplit_right * SCREEN_WIDTH, SCREEN_HEIGHT );
  197. objects.logzbuf.camera.aspect = screensplit_right * SCREEN_WIDTH / SCREEN_HEIGHT;
  198. objects.logzbuf.camera.updateProjectionMatrix();
  199. objects.logzbuf.camera.setViewOffset( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH * screensplit, 0, SCREEN_WIDTH * screensplit_right, SCREEN_HEIGHT );
  200. objects.logzbuf.container.style.width = (screensplit_right * 100) + '%';
  201. border.style.left = (screensplit * 100) + "%";
  202. }
  203. function animate() {
  204. requestAnimationFrame( animate );
  205. render();
  206. }
  207. function render() {
  208. // Put some limits on zooming
  209. var minzoom = labeldata[0].size * labeldata[0].scale*1;
  210. var maxzoom = labeldata[labeldata.length-1].size * labeldata[labeldata.length-1].scale * 100;
  211. var damping = (Math.abs(zoomspeed) > minzoomspeed ? .95 : 1.0);
  212. // Zoom out faster the further out you go
  213. var zoom = THREE.Math.clamp(Math.pow(Math.E, zoompos), minzoom, maxzoom);
  214. zoompos = Math.log(zoom);
  215. // Slow down quickly at the zoom limits
  216. if ((zoom == minzoom && zoomspeed < 0) || (zoom == maxzoom && zoomspeed > 0)) {
  217. damping = .85;
  218. }
  219. zoompos += zoomspeed;
  220. zoomspeed *= damping;
  221. objects.normal.camera.position.x = Math.sin(.5 * Math.PI * (mouse[0] - .5)) * zoom;
  222. objects.normal.camera.position.y = Math.sin(.25 * Math.PI * (mouse[1] - .5)) * zoom;
  223. objects.normal.camera.position.z = Math.cos(.5 * Math.PI * (mouse[0] - .5)) * zoom;
  224. objects.normal.camera.lookAt(objects.normal.scene.position);
  225. // Clone camera settings across both scenes
  226. objects.logzbuf.camera.position.copy(objects.normal.camera.position);
  227. objects.logzbuf.camera.quaternion.copy(objects.normal.camera.quaternion);
  228. // Update renderer sizes if the split has changed
  229. if (screensplit_right != 1 - screensplit) {
  230. updateRendererSizes();
  231. }
  232. objects.normal.renderer.render(objects.normal.scene, objects.normal.camera);
  233. objects.logzbuf.renderer.render(objects.logzbuf.scene, objects.logzbuf.camera);
  234. stats.update();
  235. }
  236. function onWindowResize(event) {
  237. updateRendererSizes();
  238. }
  239. function onBorderMouseDown(ev) {
  240. // activate draggable window resizing bar
  241. window.addEventListener("mousemove", onBorderMouseMove);
  242. window.addEventListener("mouseup", onBorderMouseUp);
  243. ev.stopPropagation();
  244. ev.preventDefault();
  245. }
  246. function onBorderMouseMove(ev) {
  247. screensplit = Math.max(0, Math.min(1, ev.clientX / window.innerWidth));
  248. ev.stopPropagation();
  249. }
  250. function onBorderMouseUp(ev) {
  251. window.removeEventListener("mousemove", onBorderMouseMove);
  252. window.removeEventListener("mouseup", onBorderMouseUp);
  253. }
  254. function onMouseMove(ev) {
  255. mouse[0] = ev.clientX / window.innerWidth;
  256. mouse[1] = ev.clientY / window.innerHeight;
  257. }
  258. function onMouseWheel(ev) {
  259. var amount = -ev.wheelDeltaY || ev.detail;
  260. var dir = amount / Math.abs(amount);
  261. zoomspeed = dir/10;
  262. // Slow down default zoom speed after user starts zooming, to give them more control
  263. minzoomspeed = 0.001;
  264. }
  265. </script>
  266. </body>
  267. </html>