-
-
Notifications
You must be signed in to change notification settings - Fork 35.5k
/
webgl_camera_logarithmicdepthbuffer.html
348 lines (251 loc) · 10.5 KB
/
webgl_camera_logarithmicdepthbuffer.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - cameras - logarithmic depth buffer</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
body{
touch-action: none;
}
.renderer_label {
position: absolute;
bottom: 1em;
width: 100%;
color: white;
z-index: 10;
display: block;
text-align: center;
}
#container {
display: flex;
}
#container_normal {
width: 50%;
display: inline-block;
position: relative;
}
#container_logzbuf {
width: 50%;
display: inline-block;
position: relative;
}
#renderer_border {
position: absolute;
top: 0;
left: 25%;
bottom: 0;
width: 2px;
z-index: 10;
opacity: .8;
background: #ccc;
border: 1px inset #ccc;
cursor: col-resize;
}
</style>
</head>
<body>
<div id="container">
<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>
<div id="renderer_border"></div>
</div>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - cameras - logarithmic depth buffer<br/>
mousewheel to dolly out
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { FontLoader } from 'three/addons/loaders/FontLoader.js';
import { TextGeometry } from 'three/addons/geometries/TextGeometry.js';
import Stats from 'three/addons/libs/stats.module.js';
// 1 micrometer to 100 billion light years in one scene, with 1 unit = 1 meter? preposterous! and yet...
const NEAR = 1e-6, FAR = 1e27;
let SCREEN_WIDTH = window.innerWidth;
let SCREEN_HEIGHT = window.innerHeight;
let screensplit = .25, screensplit_right = 0;
const mouse = [ .5, .5 ];
let zoompos = - 100, minzoomspeed = .015;
let zoomspeed = minzoomspeed;
let container, border, stats;
const objects = {};
// Generate a number of text labels, from 1µm in size up to 100,000,000 light years
// Try to use some descriptive real-world examples of objects at each scale
const labeldata = [
{ size: .01, scale: 0.0001, label: 'microscopic (1µm)' }, // FIXME - triangulating text fails at this size, so we scale instead
{ size: .01, scale: 0.1, label: 'minuscule (1mm)' },
{ size: .01, scale: 1.0, label: 'tiny (1cm)' },
{ size: 1, scale: 1.0, label: 'child-sized (1m)' },
{ size: 10, scale: 1.0, label: 'tree-sized (10m)' },
{ size: 100, scale: 1.0, label: 'building-sized (100m)' },
{ size: 1000, scale: 1.0, label: 'medium (1km)' },
{ size: 10000, scale: 1.0, label: 'city-sized (10km)' },
{ size: 3400000, scale: 1.0, label: 'moon-sized (3,400 Km)' },
{ size: 12000000, scale: 1.0, label: 'planet-sized (12,000 km)' },
{ size: 1400000000, scale: 1.0, label: 'sun-sized (1,400,000 km)' },
{ size: 7.47e12, scale: 1.0, label: 'solar system-sized (50Au)' },
{ size: 9.4605284e15, scale: 1.0, label: 'gargantuan (1 light year)' },
{ size: 3.08567758e16, scale: 1.0, label: 'ludicrous (1 parsec)' },
{ size: 1e19, scale: 1.0, label: 'mind boggling (1000 light years)' }
];
init();
function init() {
container = document.getElementById( 'container' );
const loader = new FontLoader();
loader.load( 'fonts/helvetiker_regular.typeface.json', function ( font ) {
const scene = initScene( font );
// Initialize two copies of the same scene, one with normal z-buffer and one with logarithmic z-buffer
objects.normal = initView( scene, 'normal', false );
objects.logzbuf = initView( scene, 'logzbuf', true );
animate();
} );
stats = new Stats();
container.appendChild( stats.dom );
// Resize border allows the user to easily compare effects of logarithmic depth buffer over the whole scene
border = document.getElementById( 'renderer_border' );
border.addEventListener( 'pointerdown', onBorderPointerDown );
window.addEventListener( 'mousemove', onMouseMove );
window.addEventListener( 'resize', onWindowResize );
window.addEventListener( 'wheel', onMouseWheel );
}
function initView( scene, name, logDepthBuf ) {
const framecontainer = document.getElementById( 'container_' + name );
const camera = new THREE.PerspectiveCamera( 50, screensplit * SCREEN_WIDTH / SCREEN_HEIGHT, NEAR, FAR );
scene.add( camera );
const renderer = new THREE.WebGLRenderer( { antialias: true, logarithmicDepthBuffer: logDepthBuf } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( SCREEN_WIDTH / 2, SCREEN_HEIGHT );
renderer.domElement.style.position = 'relative';
renderer.domElement.id = 'renderer_' + name;
framecontainer.appendChild( renderer.domElement );
return { container: framecontainer, renderer: renderer, scene: scene, camera: camera };
}
function initScene( font ) {
const scene = new THREE.Scene();
scene.add( new THREE.AmbientLight( 0x777777 ) );
const light = new THREE.DirectionalLight( 0xffffff, 3 );
light.position.set( 100, 100, 100 );
scene.add( light );
const materialargs = {
color: 0xffffff,
specular: 0x050505,
shininess: 50,
emissive: 0x000000
};
const geometry = new THREE.SphereGeometry( 0.5, 24, 12 );
for ( let i = 0; i < labeldata.length; i ++ ) {
const scale = labeldata[ i ].scale || 1;
const labelgeo = new TextGeometry( labeldata[ i ].label, {
font: font,
size: labeldata[ i ].size,
depth: labeldata[ i ].size / 2
} );
labelgeo.computeBoundingSphere();
// center text
labelgeo.translate( - labelgeo.boundingSphere.radius, 0, 0 );
materialargs.color = new THREE.Color().setHSL( Math.random(), 0.5, 0.5 );
const material = new THREE.MeshPhongMaterial( materialargs );
const group = new THREE.Group();
group.position.z = - labeldata[ i ].size * scale;
scene.add( group );
const textmesh = new THREE.Mesh( labelgeo, material );
textmesh.scale.set( scale, scale, scale );
textmesh.position.z = - labeldata[ i ].size * scale;
textmesh.position.y = labeldata[ i ].size / 4 * scale;
group.add( textmesh );
const dotmesh = new THREE.Mesh( geometry, material );
dotmesh.position.y = - labeldata[ i ].size / 4 * scale;
dotmesh.scale.multiplyScalar( labeldata[ i ].size * scale );
group.add( dotmesh );
}
return scene;
}
function updateRendererSizes() {
// Recalculate size for both renderers when screen size or split location changes
SCREEN_WIDTH = window.innerWidth;
SCREEN_HEIGHT = window.innerHeight;
screensplit_right = 1 - screensplit;
objects.normal.renderer.setSize( screensplit * SCREEN_WIDTH, SCREEN_HEIGHT );
objects.normal.camera.aspect = screensplit * SCREEN_WIDTH / SCREEN_HEIGHT;
objects.normal.camera.updateProjectionMatrix();
objects.normal.camera.setViewOffset( SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, SCREEN_WIDTH * screensplit, SCREEN_HEIGHT );
objects.normal.container.style.width = ( screensplit * 100 ) + '%';
objects.logzbuf.renderer.setSize( screensplit_right * SCREEN_WIDTH, SCREEN_HEIGHT );
objects.logzbuf.camera.aspect = screensplit_right * SCREEN_WIDTH / SCREEN_HEIGHT;
objects.logzbuf.camera.updateProjectionMatrix();
objects.logzbuf.camera.setViewOffset( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH * screensplit, 0, SCREEN_WIDTH * screensplit_right, SCREEN_HEIGHT );
objects.logzbuf.container.style.width = ( screensplit_right * 100 ) + '%';
border.style.left = ( screensplit * 100 ) + '%';
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
// Put some limits on zooming
const minzoom = labeldata[ 0 ].size * labeldata[ 0 ].scale * 1;
const maxzoom = labeldata[ labeldata.length - 1 ].size * labeldata[ labeldata.length - 1 ].scale * 100;
let damping = ( Math.abs( zoomspeed ) > minzoomspeed ? .95 : 1.0 );
// Zoom out faster the further out you go
const zoom = THREE.MathUtils.clamp( Math.pow( Math.E, zoompos ), minzoom, maxzoom );
zoompos = Math.log( zoom );
// Slow down quickly at the zoom limits
if ( ( zoom == minzoom && zoomspeed < 0 ) || ( zoom == maxzoom && zoomspeed > 0 ) ) {
damping = .85;
}
zoompos += zoomspeed;
zoomspeed *= damping;
objects.normal.camera.position.x = Math.sin( .5 * Math.PI * ( mouse[ 0 ] - .5 ) ) * zoom;
objects.normal.camera.position.y = Math.sin( .25 * Math.PI * ( mouse[ 1 ] - .5 ) ) * zoom;
objects.normal.camera.position.z = Math.cos( .5 * Math.PI * ( mouse[ 0 ] - .5 ) ) * zoom;
objects.normal.camera.lookAt( objects.normal.scene.position );
// Clone camera settings across both scenes
objects.logzbuf.camera.position.copy( objects.normal.camera.position );
objects.logzbuf.camera.quaternion.copy( objects.normal.camera.quaternion );
// Update renderer sizes if the split has changed
if ( screensplit_right != 1 - screensplit ) {
updateRendererSizes();
}
objects.normal.renderer.render( objects.normal.scene, objects.normal.camera );
objects.logzbuf.renderer.render( objects.logzbuf.scene, objects.logzbuf.camera );
stats.update();
}
function onWindowResize() {
updateRendererSizes();
}
function onBorderPointerDown() {
// activate draggable window resizing bar
window.addEventListener( 'pointermove', onBorderPointerMove );
window.addEventListener( 'pointerup', onBorderPointerUp );
}
function onBorderPointerMove( ev ) {
screensplit = Math.max( 0, Math.min( 1, ev.clientX / window.innerWidth ) );
}
function onBorderPointerUp() {
window.removeEventListener( 'pointermove', onBorderPointerMove );
window.removeEventListener( 'pointerup', onBorderPointerUp );
}
function onMouseMove( ev ) {
mouse[ 0 ] = ev.clientX / window.innerWidth;
mouse[ 1 ] = ev.clientY / window.innerHeight;
}
function onMouseWheel( ev ) {
const amount = ev.deltaY;
if ( amount === 0 ) return;
const dir = amount / Math.abs( amount );
zoomspeed = dir / 10;
// Slow down default zoom speed after user starts zooming, to give them more control
minzoomspeed = 0.001;
}
</script>
</body>
</html>