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webgpu_camera_logarithmicdepthbuffer.html 11 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgpu - 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. body{
  10. touch-action: none;
  11. }
  12. .renderer_label {
  13. position: absolute;
  14. bottom: 1em;
  15. width: 100%;
  16. color: white;
  17. z-index: 10;
  18. display: block;
  19. text-align: center;
  20. }
  21. #container {
  22. display: flex;
  23. }
  24. #container_normal {
  25. width: 50%;
  26. display: inline-block;
  27. position: relative;
  28. }
  29. #container_logzbuf {
  30. width: 50%;
  31. display: inline-block;
  32. position: relative;
  33. }
  34. #renderer_border {
  35. position: absolute;
  36. top: 0;
  37. left: 25%;
  38. bottom: 0;
  39. width: 2px;
  40. z-index: 10;
  41. opacity: .8;
  42. background: #ccc;
  43. border: 1px inset #ccc;
  44. cursor: col-resize;
  45. }
  46. </style>
  47. </head>
  48. <body>
  49. <div id="container">
  50. <div id="container_normal"><h2 class="renderer_label">normal z-buffer</h2></div>
  51. <div id="container_logzbuf"><h2 class="renderer_label">logarithmic z-buffer</h2></div>
  52. <div id="renderer_border"></div>
  53. </div>
  54. <div id="info">
  55. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - cameras - logarithmic depth buffer<br/>
  56. mousewheel to dolly out
  57. </div>
  58. <script type="importmap">
  59. {
  60. "imports": {
  61. "three": "../build/three.module.js",
  62. "three/addons/": "./jsm/"
  63. }
  64. }
  65. </script>
  66. <script type="module">
  67. import * as THREE from 'three';
  68. import { FontLoader } from 'three/addons/loaders/FontLoader.js';
  69. import { TextGeometry } from 'three/addons/geometries/TextGeometry.js';
  70. import WebGPU from 'three/addons/capabilities/WebGPU.js';
  71. import WebGL from 'three/addons/capabilities/WebGL.js';
  72. import WebGPURenderer from 'three/addons/renderers/webgpu/WebGPURenderer.js';
  73. import Stats from 'three/addons/libs/stats.module.js';
  74. // 1 micrometer to 100 billion light years in one scene, with 1 unit = 1 meter? preposterous! and yet...
  75. const NEAR = 1e-6, FAR = 1e27;
  76. let SCREEN_WIDTH = window.innerWidth;
  77. let SCREEN_HEIGHT = window.innerHeight;
  78. let screensplit = .25, screensplit_right = 0;
  79. const mouse = [ .5, .5 ];
  80. let zoompos = - 100, minzoomspeed = .015;
  81. let zoomspeed = minzoomspeed;
  82. let container, border, stats;
  83. const objects = {};
  84. // Generate a number of text labels, from 1µm in size up to 100,000,000 light years
  85. // Try to use some descriptive real-world examples of objects at each scale
  86. const labeldata = [
  87. { size: .01, scale: 0.0001, label: 'microscopic (1µm)' }, // FIXME - triangulating text fails at this size, so we scale instead
  88. { size: .01, scale: 0.1, label: 'minuscule (1mm)' },
  89. { size: .01, scale: 1.0, label: 'tiny (1cm)' },
  90. { size: 1, scale: 1.0, label: 'child-sized (1m)' },
  91. { size: 10, scale: 1.0, label: 'tree-sized (10m)' },
  92. { size: 100, scale: 1.0, label: 'building-sized (100m)' },
  93. { size: 1000, scale: 1.0, label: 'medium (1km)' },
  94. { size: 10000, scale: 1.0, label: 'city-sized (10km)' },
  95. { size: 3400000, scale: 1.0, label: 'moon-sized (3,400 Km)' },
  96. { size: 12000000, scale: 1.0, label: 'planet-sized (12,000 km)' },
  97. { size: 1400000000, scale: 1.0, label: 'sun-sized (1,400,000 km)' },
  98. { size: 7.47e12, scale: 1.0, label: 'solar system-sized (50Au)' },
  99. { size: 9.4605284e15, scale: 1.0, label: 'gargantuan (1 light year)' },
  100. { size: 3.08567758e16, scale: 1.0, label: 'ludicrous (1 parsec)' },
  101. { size: 1e19, scale: 1.0, label: 'mind boggling (1000 light years)' }
  102. ];
  103. init();
  104. function init() {
  105. if ( WebGPU.isAvailable() === false && WebGL.isWebGL2Available() === false ) {
  106. document.body.appendChild( WebGPU.getErrorMessage() );
  107. throw new Error( 'No WebGPU or WebGL2 support' );
  108. }
  109. container = document.getElementById( 'container' );
  110. const loader = new FontLoader();
  111. loader.load( 'fonts/helvetiker_regular.typeface.json', function ( font ) {
  112. const scene = initScene( font );
  113. // Initialize two copies of the same scene, one with normal z-buffer and one with logarithmic z-buffer
  114. objects.normal = initView( scene, 'normal', false );
  115. objects.logzbuf = initView( scene, 'logzbuf', true );
  116. } );
  117. stats = new Stats();
  118. container.appendChild( stats.dom );
  119. // Resize border allows the user to easily compare effects of logarithmic depth buffer over the whole scene
  120. border = document.getElementById( 'renderer_border' );
  121. border.addEventListener( 'pointerdown', onBorderPointerDown );
  122. window.addEventListener( 'mousemove', onMouseMove );
  123. window.addEventListener( 'resize', onWindowResize );
  124. window.addEventListener( 'wheel', onMouseWheel );
  125. }
  126. function initView( scene, name, logDepthBuf ) {
  127. const framecontainer = document.getElementById( 'container_' + name );
  128. const camera = new THREE.PerspectiveCamera( 50, screensplit * SCREEN_WIDTH / SCREEN_HEIGHT, NEAR, FAR );
  129. scene.add( camera );
  130. const renderer = new WebGPURenderer( { antialias: true, logarithmicDepthBuffer: logDepthBuf } );
  131. renderer.setPixelRatio( window.devicePixelRatio );
  132. renderer.setSize( SCREEN_WIDTH / 2, SCREEN_HEIGHT );
  133. renderer.setAnimationLoop( render );
  134. renderer.domElement.style.position = 'relative';
  135. renderer.domElement.id = 'renderer_' + name;
  136. framecontainer.appendChild( renderer.domElement );
  137. return { container: framecontainer, renderer: renderer, scene: scene, camera: camera };
  138. }
  139. function initScene( font ) {
  140. const scene = new THREE.Scene();
  141. scene.add( new THREE.AmbientLight( 0x777777 ) );
  142. const light = new THREE.DirectionalLight( 0xffffff, 3 );
  143. light.position.set( 100, 100, 100 );
  144. scene.add( light );
  145. const materialargs = {
  146. color: 0xffffff,
  147. specular: 0x050505,
  148. shininess: 50,
  149. emissive: 0x000000
  150. };
  151. const geometry = new THREE.SphereGeometry( 0.5, 24, 12 );
  152. for ( let i = 0; i < labeldata.length; i ++ ) {
  153. const scale = labeldata[ i ].scale || 1;
  154. const labelgeo = new TextGeometry( labeldata[ i ].label, {
  155. font: font,
  156. size: labeldata[ i ].size,
  157. height: labeldata[ i ].size / 2
  158. } );
  159. labelgeo.computeBoundingSphere();
  160. // center text
  161. labelgeo.translate( - labelgeo.boundingSphere.radius, 0, 0 );
  162. materialargs.color = new THREE.Color().setHSL( Math.random(), 0.5, 0.5 );
  163. const material = new THREE.MeshPhongMaterial( materialargs );
  164. const group = new THREE.Group();
  165. group.position.z = - labeldata[ i ].size * scale;
  166. scene.add( group );
  167. const textmesh = new THREE.Mesh( labelgeo, material );
  168. textmesh.scale.set( scale, scale, scale );
  169. textmesh.position.z = - labeldata[ i ].size * scale;
  170. textmesh.position.y = labeldata[ i ].size / 4 * scale;
  171. group.add( textmesh );
  172. const dotmesh = new THREE.Mesh( geometry, material );
  173. dotmesh.position.y = - labeldata[ i ].size / 4 * scale;
  174. dotmesh.scale.multiplyScalar( labeldata[ i ].size * scale );
  175. group.add( dotmesh );
  176. }
  177. return scene;
  178. }
  179. function updateRendererSizes() {
  180. // Recalculate size for both renderers when screen size or split location changes
  181. SCREEN_WIDTH = window.innerWidth;
  182. SCREEN_HEIGHT = window.innerHeight;
  183. screensplit_right = 1 - screensplit;
  184. objects.normal.renderer.setSize( screensplit * SCREEN_WIDTH, SCREEN_HEIGHT );
  185. objects.normal.camera.aspect = screensplit * SCREEN_WIDTH / SCREEN_HEIGHT;
  186. objects.normal.camera.updateProjectionMatrix();
  187. objects.normal.camera.setViewOffset( SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, SCREEN_WIDTH * screensplit, SCREEN_HEIGHT );
  188. objects.normal.container.style.width = ( screensplit * 100 ) + '%';
  189. objects.logzbuf.renderer.setSize( screensplit_right * SCREEN_WIDTH, SCREEN_HEIGHT );
  190. objects.logzbuf.camera.aspect = screensplit_right * SCREEN_WIDTH / SCREEN_HEIGHT;
  191. objects.logzbuf.camera.updateProjectionMatrix();
  192. objects.logzbuf.camera.setViewOffset( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH * screensplit, 0, SCREEN_WIDTH * screensplit_right, SCREEN_HEIGHT );
  193. objects.logzbuf.container.style.width = ( screensplit_right * 100 ) + '%';
  194. border.style.left = ( screensplit * 100 ) + '%';
  195. }
  196. function render() {
  197. // Put some limits on zooming
  198. const minzoom = labeldata[ 0 ].size * labeldata[ 0 ].scale * 1;
  199. const maxzoom = labeldata[ labeldata.length - 1 ].size * labeldata[ labeldata.length - 1 ].scale * 100;
  200. let damping = ( Math.abs( zoomspeed ) > minzoomspeed ? .95 : 1.0 );
  201. // Zoom out faster the further out you go
  202. const zoom = THREE.MathUtils.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 onBorderPointerDown() {
  229. // activate draggable window resizing bar
  230. window.addEventListener( 'pointermove', onBorderPointerMove );
  231. window.addEventListener( 'pointerup', onBorderPointerUp );
  232. }
  233. function onBorderPointerMove( ev ) {
  234. screensplit = Math.max( 0, Math.min( 1, ev.clientX / window.innerWidth ) );
  235. }
  236. function onBorderPointerUp() {
  237. window.removeEventListener( 'pointermove', onBorderPointerMove );
  238. window.removeEventListener( 'pointerup', onBorderPointerUp );
  239. }
  240. function onMouseMove( ev ) {
  241. mouse[ 0 ] = ev.clientX / window.innerWidth;
  242. mouse[ 1 ] = ev.clientY / window.innerHeight;
  243. }
  244. function onMouseWheel( ev ) {
  245. const amount = ev.deltaY;
  246. if ( amount === 0 ) return;
  247. const dir = amount / Math.abs( amount );
  248. zoomspeed = dir / 10;
  249. // Slow down default zoom speed after user starts zooming, to give them more control
  250. minzoomspeed = 0.001;
  251. }
  252. </script>
  253. </body>
  254. </html>