webgl_camera_logarithmicdepthbuffer.html 10 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. .renderer_label {
  10. position: absolute;
  11. bottom: 1em;
  12. width: 100%;
  13. color: white;
  14. z-index: 10;
  15. display: block;
  16. text-align: center;
  17. }
  18. #container {
  19. display: flex;
  20. }
  21. #container_normal {
  22. width: 50%;
  23. display: inline-block;
  24. position: relative;
  25. }
  26. #container_logzbuf {
  27. width: 50%;
  28. display: inline-block;
  29. position: relative;
  30. }
  31. #renderer_border {
  32. position: absolute;
  33. top: 0;
  34. left: 25%;
  35. bottom: 0;
  36. width: 2px;
  37. z-index: 10;
  38. opacity: .8;
  39. background: #ccc;
  40. border: 1px inset #ccc;
  41. cursor: col-resize;
  42. }
  43. </style>
  44. </head>
  45. <body>
  46. <div id="container">
  47. <div id="container_normal"><h2 class="renderer_label">normal z-buffer</h2></div>
  48. <div id="container_logzbuf"><h2 class="renderer_label">logarithmic z-buffer</h2></div>
  49. <div id="renderer_border"></div>
  50. </div>
  51. <div id="info">
  52. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - cameras - logarithmic depth buffer<br/>
  53. mousewheel to dolly out
  54. </div>
  55. <script type="module">
  56. import {
  57. AmbientLight,
  58. Color,
  59. DirectionalLight,
  60. FontLoader,
  61. Group,
  62. Math as _Math,
  63. Mesh,
  64. MeshPhongMaterial,
  65. PerspectiveCamera,
  66. Scene,
  67. SphereBufferGeometry,
  68. TextBufferGeometry,
  69. WebGLRenderer
  70. } from "../build/three.module.js";
  71. import Stats from './jsm/libs/stats.module.js';
  72. // 1 micrometer to 100 billion light years in one scene, with 1 unit = 1 meter? preposterous! and yet...
  73. var NEAR = 1e-6, FAR = 1e27;
  74. var SCREEN_WIDTH = window.innerWidth;
  75. var SCREEN_HEIGHT = window.innerHeight;
  76. var screensplit = .25, screensplit_right = 0;
  77. var mouse = [ .5, .5 ];
  78. var zoompos = - 100, minzoomspeed = .015;
  79. var zoomspeed = minzoomspeed;
  80. var container, border, stats;
  81. var objects = {};
  82. // Generate a number of text labels, from 1µm in size up to 100,000,000 light years
  83. // Try to use some descriptive real-world examples of objects at each scale
  84. var labeldata = [
  85. { size: .01, scale: 0.0001, label: "microscopic (1µm)" }, // FIXME - triangulating text fails at this size, so we scale instead
  86. { size: .01, scale: 0.1, label: "minuscule (1mm)" },
  87. { size: .01, scale: 1.0, label: "tiny (1cm)" },
  88. { size: 1, scale: 1.0, label: "child-sized (1m)" },
  89. { size: 10, scale: 1.0, label: "tree-sized (10m)" },
  90. { size: 100, scale: 1.0, label: "building-sized (100m)" },
  91. { size: 1000, scale: 1.0, label: "medium (1km)" },
  92. { size: 10000, scale: 1.0, label: "city-sized (10km)" },
  93. { size: 3400000, scale: 1.0, label: "moon-sized (3,400 Km)" },
  94. { size: 12000000, scale: 1.0, label: "planet-sized (12,000 km)" },
  95. { size: 1400000000, scale: 1.0, label: "sun-sized (1,400,000 km)" },
  96. { size: 7.47e12, scale: 1.0, label: "solar system-sized (50Au)" },
  97. { size: 9.4605284e15, scale: 1.0, label: "gargantuan (1 light year)" },
  98. { size: 3.08567758e16, scale: 1.0, label: "ludicrous (1 parsec)" },
  99. { size: 1e19, scale: 1.0, label: "mind boggling (1000 light years)" },
  100. { size: 1.135e21, scale: 1.0, label: "galaxy-sized (120,000 light years)" },
  101. { size: 9.46e23, scale: 1.0, label: "... (100,000,000 light years)" }
  102. ];
  103. init();
  104. function init() {
  105. container = document.getElementById( 'container' );
  106. var loader = new FontLoader();
  107. loader.load( 'fonts/helvetiker_regular.typeface.json', function ( font ) {
  108. var scene = initScene( font );
  109. // Initialize two copies of the same scene, one with normal z-buffer and one with logarithmic z-buffer
  110. objects.normal = initView( scene, 'normal', false );
  111. objects.logzbuf = initView( scene, 'logzbuf', true );
  112. animate();
  113. } );
  114. stats = new Stats();
  115. container.appendChild( stats.dom );
  116. // Resize border allows the user to easily compare effects of logarithmic depth buffer over the whole scene
  117. border = document.getElementById( 'renderer_border' );
  118. border.addEventListener( 'mousedown', onBorderMouseDown );
  119. window.addEventListener( 'mousemove', onMouseMove, false );
  120. window.addEventListener( 'resize', onWindowResize, false );
  121. window.addEventListener( 'wheel', onMouseWheel, false );
  122. }
  123. function initView( scene, name, logDepthBuf ) {
  124. var framecontainer = document.getElementById( 'container_' + name );
  125. var camera = new PerspectiveCamera( 50, screensplit * SCREEN_WIDTH / SCREEN_HEIGHT, NEAR, FAR );
  126. scene.add( camera );
  127. var renderer = new WebGLRenderer( { antialias: true, logarithmicDepthBuffer: logDepthBuf } );
  128. renderer.setPixelRatio( window.devicePixelRatio );
  129. renderer.setSize( SCREEN_WIDTH / 2, SCREEN_HEIGHT );
  130. renderer.domElement.style.position = "relative";
  131. renderer.domElement.id = 'renderer_' + name;
  132. framecontainer.appendChild( renderer.domElement );
  133. return { container: framecontainer, renderer: renderer, scene: scene, camera: camera };
  134. }
  135. function initScene( font ) {
  136. var scene = new Scene();
  137. scene.add( new AmbientLight( 0x222222 ) );
  138. var light = new DirectionalLight( 0xffffff, 1 );
  139. light.position.set( 100, 100, 100 );
  140. scene.add( light );
  141. var materialargs = {
  142. color: 0xffffff,
  143. specular: 0x050505,
  144. shininess: 50,
  145. emissive: 0x000000
  146. };
  147. var geometry = new SphereBufferGeometry( 0.5, 24, 12 );
  148. for ( var i = 0; i < labeldata.length; i ++ ) {
  149. var scale = labeldata[ i ].scale || 1;
  150. var labelgeo = new TextBufferGeometry( labeldata[ i ].label, {
  151. font: font,
  152. size: labeldata[ i ].size,
  153. height: labeldata[ i ].size / 2
  154. } );
  155. labelgeo.computeBoundingSphere();
  156. // center text
  157. labelgeo.translate( - labelgeo.boundingSphere.radius, 0, 0 );
  158. materialargs.color = new Color().setHSL( Math.random(), 0.5, 0.5 );
  159. var material = new MeshPhongMaterial( materialargs );
  160. var group = new Group();
  161. group.position.z = - labeldata[ i ].size * scale;
  162. scene.add( group );
  163. var textmesh = new Mesh( labelgeo, material );
  164. textmesh.scale.set( scale, scale, scale );
  165. textmesh.position.z = - labeldata[ i ].size * scale;
  166. textmesh.position.y = labeldata[ i ].size / 4 * scale;
  167. group.add( textmesh );
  168. var dotmesh = new Mesh( geometry, material );
  169. dotmesh.position.y = - labeldata[ i ].size / 4 * scale;
  170. dotmesh.scale.multiplyScalar( labeldata[ i ].size * scale );
  171. group.add( dotmesh );
  172. }
  173. return scene;
  174. }
  175. function updateRendererSizes() {
  176. // Recalculate size for both renderers when screen size or split location changes
  177. SCREEN_WIDTH = window.innerWidth;
  178. SCREEN_HEIGHT = window.innerHeight;
  179. screensplit_right = 1 - screensplit;
  180. objects.normal.renderer.setSize( screensplit * SCREEN_WIDTH, SCREEN_HEIGHT );
  181. objects.normal.camera.aspect = screensplit * SCREEN_WIDTH / SCREEN_HEIGHT;
  182. objects.normal.camera.updateProjectionMatrix();
  183. objects.normal.camera.setViewOffset( SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, SCREEN_WIDTH * screensplit, SCREEN_HEIGHT );
  184. objects.normal.container.style.width = ( screensplit * 100 ) + '%';
  185. objects.logzbuf.renderer.setSize( screensplit_right * SCREEN_WIDTH, SCREEN_HEIGHT );
  186. objects.logzbuf.camera.aspect = screensplit_right * SCREEN_WIDTH / SCREEN_HEIGHT;
  187. objects.logzbuf.camera.updateProjectionMatrix();
  188. objects.logzbuf.camera.setViewOffset( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH * screensplit, 0, SCREEN_WIDTH * screensplit_right, SCREEN_HEIGHT );
  189. objects.logzbuf.container.style.width = ( screensplit_right * 100 ) + '%';
  190. border.style.left = ( screensplit * 100 ) + "%";
  191. }
  192. function animate() {
  193. requestAnimationFrame( animate );
  194. render();
  195. }
  196. function render() {
  197. // Put some limits on zooming
  198. var minzoom = labeldata[ 0 ].size * labeldata[ 0 ].scale * 1;
  199. var maxzoom = labeldata[ labeldata.length - 1 ].size * labeldata[ labeldata.length - 1 ].scale * 100;
  200. var damping = ( Math.abs( zoomspeed ) > minzoomspeed ? .95 : 1.0 );
  201. // Zoom out faster the further out you go
  202. var zoom = _Math.clamp( Math.pow( Math.E, zoompos ), minzoom, maxzoom );
  203. zoompos = Math.log( zoom );
  204. // Slow down quickly at the zoom limits
  205. if ( ( zoom == minzoom && zoomspeed < 0 ) || ( zoom == maxzoom && zoomspeed > 0 ) ) {
  206. damping = .85;
  207. }
  208. zoompos += zoomspeed;
  209. zoomspeed *= damping;
  210. objects.normal.camera.position.x = Math.sin( .5 * Math.PI * ( mouse[ 0 ] - .5 ) ) * zoom;
  211. objects.normal.camera.position.y = Math.sin( .25 * Math.PI * ( mouse[ 1 ] - .5 ) ) * zoom;
  212. objects.normal.camera.position.z = Math.cos( .5 * Math.PI * ( mouse[ 0 ] - .5 ) ) * zoom;
  213. objects.normal.camera.lookAt( objects.normal.scene.position );
  214. // Clone camera settings across both scenes
  215. objects.logzbuf.camera.position.copy( objects.normal.camera.position );
  216. objects.logzbuf.camera.quaternion.copy( objects.normal.camera.quaternion );
  217. // Update renderer sizes if the split has changed
  218. if ( screensplit_right != 1 - screensplit ) {
  219. updateRendererSizes();
  220. }
  221. objects.normal.renderer.render( objects.normal.scene, objects.normal.camera );
  222. objects.logzbuf.renderer.render( objects.logzbuf.scene, objects.logzbuf.camera );
  223. stats.update();
  224. }
  225. function onWindowResize() {
  226. updateRendererSizes();
  227. }
  228. function onBorderMouseDown( ev ) {
  229. // activate draggable window resizing bar
  230. window.addEventListener( "mousemove", onBorderMouseMove );
  231. window.addEventListener( "mouseup", onBorderMouseUp );
  232. ev.stopPropagation();
  233. ev.preventDefault();
  234. }
  235. function onBorderMouseMove( ev ) {
  236. screensplit = Math.max( 0, Math.min( 1, ev.clientX / window.innerWidth ) );
  237. ev.stopPropagation();
  238. }
  239. function onBorderMouseUp() {
  240. window.removeEventListener( "mousemove", onBorderMouseMove );
  241. window.removeEventListener( "mouseup", onBorderMouseUp );
  242. }
  243. function onMouseMove( ev ) {
  244. mouse[ 0 ] = ev.clientX / window.innerWidth;
  245. mouse[ 1 ] = ev.clientY / window.innerHeight;
  246. }
  247. function onMouseWheel( ev ) {
  248. var amount = ev.deltaY;
  249. if ( amount === 0 ) return;
  250. var dir = amount / Math.abs( amount );
  251. zoomspeed = dir / 10;
  252. // Slow down default zoom speed after user starts zooming, to give them more control
  253. minzoomspeed = 0.001;
  254. }
  255. </script>
  256. </body>
  257. </html>