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. 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. .renderer_label {
  30. position: absolute;
  31. bottom: 1em;
  32. width: 100%;
  33. color: white;
  34. z-index: 10;
  35. display: block;
  36. text-align: center;
  37. }
  38. #container {
  39. white-space: nowrap;
  40. }
  41. #container_normal {
  42. width: 50%;
  43. display: inline-block;
  44. position: relative;
  45. overflow: hidden;
  46. }
  47. #container_logzbuf {
  48. width: 50%;
  49. display: inline-block;
  50. position: relative;
  51. overflow: hidden;
  52. }
  53. #renderer_border {
  54. position: absolute;
  55. top: 0;
  56. bottom: 0;
  57. width: 2px;
  58. z-index: 10;
  59. opacity: .8;
  60. background: #ccc;
  61. border: 1px inset #ccc;
  62. cursor: col-resize;
  63. }
  64. </style>
  65. </head>
  66. <body>
  67. <div id="container">
  68. <div id="container_normal"><h2 class="renderer_label">normal z-buffer</h2></div><div id="container_logzbuf"><h2 class="renderer_label">logarithmic z-buffer</h2></div>
  69. <div id="renderer_border"></div>
  70. </div>
  71. <div id="info">
  72. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - cameras - logarithmic depth buffer<br/>
  73. Zoom through scene with objects ranging in size from 1µm to 100,000,000 light years using the mousewheel<br/>
  74. Linear z-buffer handles close-up objects well, but fails spectacularly at distant objects<br/>
  75. Logarithmic handles all but the smallest objects with ease
  76. </div>
  77. <script src="../build/three.js"></script>
  78. <script src="js/libs/stats.min.js"></script>
  79. <script>
  80. // 1 micrometer to 100 billion light years in one scene, with 1 unit = 1 meter? preposterous! and yet...
  81. var NEAR = 1e-6, FAR = 1e27;
  82. var SCREEN_WIDTH = window.innerWidth;
  83. var SCREEN_HEIGHT = window.innerHeight;
  84. var screensplit = .25, screensplit_right = 0;
  85. var mouse = [ .5, .5 ];
  86. var zoompos = - 100, minzoomspeed = .015;
  87. var zoomspeed = minzoomspeed;
  88. var container, border, stats;
  89. var objects = {};
  90. // Generate a number of text labels, from 1µm in size up to 100,000,000 light years
  91. // Try to use some descriptive real-world examples of objects at each scale
  92. var labeldata = [
  93. { size: .01, scale: 0.0001, label: "microscopic (1µm)" }, // FIXME - triangulating text fails at this size, so we scale instead
  94. { size: .01, scale: 0.1, label: "minuscule (1mm)" },
  95. { size: .01, scale: 1.0, label: "tiny (1cm)" },
  96. { size: 1, scale: 1.0, label: "child-sized (1m)" },
  97. { size: 10, scale: 1.0, label: "tree-sized (10m)" },
  98. { size: 100, scale: 1.0, label: "building-sized (100m)" },
  99. { size: 1000, scale: 1.0, label: "medium (1km)" },
  100. { size: 10000, scale: 1.0, label: "city-sized (10km)" },
  101. { size: 3400000, scale: 1.0, label: "moon-sized (3,400 Km)" },
  102. { size: 12000000, scale: 1.0, label: "planet-sized (12,000 km)" },
  103. { size: 1400000000, scale: 1.0, label: "sun-sized (1,400,000 km)" },
  104. { size: 7.47e12, scale: 1.0, label: "solar system-sized (50Au)" },
  105. { size: 9.4605284e15, scale: 1.0, label: "gargantuan (1 light year)" },
  106. { size: 3.08567758e16, scale: 1.0, label: "ludicrous (1 parsec)" },
  107. { size: 1e19, scale: 1.0, label: "mind boggling (1000 light years)" },
  108. { size: 1.135e21, scale: 1.0, label: "galaxy-sized (120,000 light years)" },
  109. { size: 9.46e23, scale: 1.0, label: "... (100,000,000 light years)" }
  110. ];
  111. init();
  112. function init() {
  113. container = document.getElementById( 'container' );
  114. var loader = new THREE.FontLoader();
  115. loader.load( 'fonts/helvetiker_regular.typeface.json', function ( font ) {
  116. var scene = initScene( font );
  117. // Initialize two copies of the same scene, one with normal z-buffer and one with logarithmic z-buffer
  118. objects.normal = initView( scene, 'normal', false );
  119. objects.logzbuf = initView( scene, 'logzbuf', true );
  120. animate();
  121. } );
  122. stats = new Stats();
  123. container.appendChild( stats.dom );
  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( 'mousemove', onMouseMove, false );
  128. window.addEventListener( 'resize', onWindowResize, false );
  129. window.addEventListener( 'wheel', onMouseWheel, false );
  130. }
  131. function initView( scene, name, logDepthBuf ) {
  132. var framecontainer = document.getElementById( 'container_' + name );
  133. var camera = new THREE.PerspectiveCamera( 50, screensplit * SCREEN_WIDTH / SCREEN_HEIGHT, NEAR, FAR );
  134. scene.add( camera );
  135. var renderer = new THREE.WebGLRenderer( { antialias: true, logarithmicDepthBuffer: logDepthBuf } );
  136. renderer.setPixelRatio( window.devicePixelRatio );
  137. renderer.setSize( SCREEN_WIDTH / 2, SCREEN_HEIGHT );
  138. renderer.domElement.style.position = "relative";
  139. renderer.domElement.id = 'renderer_' + name;
  140. framecontainer.appendChild( renderer.domElement );
  141. return { container: framecontainer, renderer: renderer, scene: scene, camera: camera };
  142. }
  143. function initScene( font ) {
  144. var scene = new THREE.Scene();
  145. scene.add( new THREE.AmbientLight( 0x222222 ) );
  146. var light = new THREE.DirectionalLight( 0xffffff, 1 );
  147. light.position.set( 100, 100, 100 );
  148. scene.add( light );
  149. var materialargs = {
  150. color: 0xffffff,
  151. specular: 0x050505,
  152. shininess: 50,
  153. emissive: 0x000000
  154. };
  155. var geometry = new THREE.SphereBufferGeometry( 0.5, 24, 12 );
  156. for ( var i = 0; i < labeldata.length; i ++ ) {
  157. var scale = labeldata[ i ].scale || 1;
  158. var labelgeo = new THREE.TextBufferGeometry( labeldata[ i ].label, {
  159. font: font,
  160. size: labeldata[ i ].size,
  161. height: labeldata[ i ].size / 2
  162. } );
  163. labelgeo.computeBoundingSphere();
  164. // center text
  165. labelgeo.translate( - labelgeo.boundingSphere.radius, 0, 0 );
  166. materialargs.color = new THREE.Color().setHSL( Math.random(), 0.5, 0.5 );
  167. var material = new THREE.MeshPhongMaterial( materialargs );
  168. var group = new THREE.Group();
  169. group.position.z = - labeldata[ i ].size * scale;
  170. scene.add( group );
  171. var textmesh = new THREE.Mesh( labelgeo, material );
  172. textmesh.scale.set( scale, scale, scale );
  173. textmesh.position.z = - labeldata[ i ].size * scale;
  174. textmesh.position.y = labeldata[ i ].size / 4 * scale;
  175. group.add( textmesh );
  176. var dotmesh = new THREE.Mesh( geometry, material );
  177. dotmesh.position.y = - labeldata[ i ].size / 4 * scale;
  178. dotmesh.scale.multiplyScalar( labeldata[ i ].size * scale );
  179. group.add( dotmesh );
  180. }
  181. return scene;
  182. }
  183. function updateRendererSizes() {
  184. // Recalculate size for both renderers when screen size or split location changes
  185. SCREEN_WIDTH = window.innerWidth;
  186. SCREEN_HEIGHT = window.innerHeight;
  187. screensplit_right = 1 - screensplit;
  188. objects.normal.renderer.setSize( screensplit * SCREEN_WIDTH, SCREEN_HEIGHT );
  189. objects.normal.camera.aspect = screensplit * SCREEN_WIDTH / SCREEN_HEIGHT;
  190. objects.normal.camera.updateProjectionMatrix();
  191. objects.normal.camera.setViewOffset( SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, SCREEN_WIDTH * screensplit, SCREEN_HEIGHT );
  192. objects.normal.container.style.width = ( screensplit * 100 ) + '%';
  193. objects.logzbuf.renderer.setSize( screensplit_right * SCREEN_WIDTH, SCREEN_HEIGHT );
  194. objects.logzbuf.camera.aspect = screensplit_right * SCREEN_WIDTH / SCREEN_HEIGHT;
  195. objects.logzbuf.camera.updateProjectionMatrix();
  196. objects.logzbuf.camera.setViewOffset( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH * screensplit, 0, SCREEN_WIDTH * screensplit_right, SCREEN_HEIGHT );
  197. objects.logzbuf.container.style.width = ( screensplit_right * 100 ) + '%';
  198. border.style.left = ( screensplit * 100 ) + "%";
  199. }
  200. function animate() {
  201. requestAnimationFrame( animate );
  202. render();
  203. }
  204. function render() {
  205. // Put some limits on zooming
  206. var minzoom = labeldata[ 0 ].size * labeldata[ 0 ].scale * 1;
  207. var maxzoom = labeldata[ labeldata.length - 1 ].size * labeldata[ labeldata.length - 1 ].scale * 100;
  208. var damping = ( Math.abs( zoomspeed ) > minzoomspeed ? .95 : 1.0 );
  209. // Zoom out faster the further out you go
  210. var zoom = THREE.Math.clamp( Math.pow( Math.E, zoompos ), minzoom, maxzoom );
  211. zoompos = Math.log( zoom );
  212. // Slow down quickly at the zoom limits
  213. if ( ( zoom == minzoom && zoomspeed < 0 ) || ( zoom == maxzoom && zoomspeed > 0 ) ) {
  214. damping = .85;
  215. }
  216. zoompos += zoomspeed;
  217. zoomspeed *= damping;
  218. objects.normal.camera.position.x = Math.sin( .5 * Math.PI * ( mouse[ 0 ] - .5 ) ) * zoom;
  219. objects.normal.camera.position.y = Math.sin( .25 * Math.PI * ( mouse[ 1 ] - .5 ) ) * zoom;
  220. objects.normal.camera.position.z = Math.cos( .5 * Math.PI * ( mouse[ 0 ] - .5 ) ) * zoom;
  221. objects.normal.camera.lookAt( objects.normal.scene.position );
  222. // Clone camera settings across both scenes
  223. objects.logzbuf.camera.position.copy( objects.normal.camera.position );
  224. objects.logzbuf.camera.quaternion.copy( objects.normal.camera.quaternion );
  225. // Update renderer sizes if the split has changed
  226. if ( screensplit_right != 1 - screensplit ) {
  227. updateRendererSizes();
  228. }
  229. objects.normal.renderer.render( objects.normal.scene, objects.normal.camera );
  230. objects.logzbuf.renderer.render( objects.logzbuf.scene, objects.logzbuf.camera );
  231. stats.update();
  232. }
  233. function onWindowResize() {
  234. updateRendererSizes();
  235. }
  236. function onBorderMouseDown( ev ) {
  237. // activate draggable window resizing bar
  238. window.addEventListener( "mousemove", onBorderMouseMove );
  239. window.addEventListener( "mouseup", onBorderMouseUp );
  240. ev.stopPropagation();
  241. ev.preventDefault();
  242. }
  243. function onBorderMouseMove( ev ) {
  244. screensplit = Math.max( 0, Math.min( 1, ev.clientX / window.innerWidth ) );
  245. ev.stopPropagation();
  246. }
  247. function onBorderMouseUp() {
  248. window.removeEventListener( "mousemove", onBorderMouseMove );
  249. window.removeEventListener( "mouseup", onBorderMouseUp );
  250. }
  251. function onMouseMove( ev ) {
  252. mouse[ 0 ] = ev.clientX / window.innerWidth;
  253. mouse[ 1 ] = ev.clientY / window.innerHeight;
  254. }
  255. function onMouseWheel( ev ) {
  256. var amount = ev.deltaY;
  257. if ( amount === 0 ) return;
  258. var dir = amount / Math.abs( amount );
  259. zoomspeed = dir / 10;
  260. // Slow down default zoom speed after user starts zooming, to give them more control
  261. minzoomspeed = 0.001;
  262. }
  263. </script>
  264. </body>
  265. </html>