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<!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">
<style>
body {
color: #808080;
font-family:Monospace;
font-size:13px;
text-align:center;
background-color: #000;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
padding: 5px;
z-index: 100;
color: #ddd;
text-shadow: 0 0 1px rgba(0,0,0,1);
}
a {
color: #0080ff;
}
b { color: lightgreen }
.renderer_label {
position: absolute;
bottom: 1em;
width: 100%;
color: white;
z-index: 10;
display: block;
text-align: center;
}
#container {
white-space: nowrap;
}
#container_normal {
width: 50%;
display: inline-block;
position: relative;
overflow: hidden;
}
#container_logzbuf {
width: 50%;
display: inline-block;
position: relative;
overflow: hidden;
}
#renderer_border {
position: absolute;
top: 0;
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="http://threejs.org" target="_blank" rel="noopener">three.js</a> - cameras - logarithmic depth buffer<br/>
Zoom through scene with objects ranging in size from 1µm to 100,000,000 light years using the mousewheel<br/>
Linear z-buffer handles close-up objects well, but fails spectacularly at distant objects<br/>
Logarithmic handles all but the smallest objects with ease
</div>
<script src="../build/three.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
// 1 micrometer to 100 billion light years in one scene, with 1 unit = 1 meter? preposterous! and yet...
var NEAR = 1e-6, FAR = 1e27;
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var screensplit = .25, screensplit_right = 0;
var mouse = [ .5, .5 ];
var zoompos = - 100, minzoomspeed = .015;
var zoomspeed = minzoomspeed;
var container, border, stats;
var 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
var 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)" },
{ size: 1.135e21, scale: 1.0, label: "galaxy-sized (120,000 light years)" },
{ size: 9.46e23, scale: 1.0, label: "... (100,000,000 light years)" }
];
init();
function init() {
container = document.getElementById( 'container' );
var loader = new THREE.FontLoader();
loader.load( 'fonts/helvetiker_regular.typeface.json', function ( font ) {
var 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( 'mousedown', onBorderMouseDown );
window.addEventListener( 'mousemove', onMouseMove, false );
window.addEventListener( 'resize', onWindowResize, false );
window.addEventListener( 'wheel', onMouseWheel, false );
}
function initView( scene, name, logDepthBuf ) {
var framecontainer = document.getElementById( 'container_' + name );
var camera = new THREE.PerspectiveCamera( 50, screensplit * SCREEN_WIDTH / SCREEN_HEIGHT, NEAR, FAR );
scene.add( camera );
var 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 ) {
var scene = new THREE.Scene();
scene.add( new THREE.AmbientLight( 0x222222 ) );
var light = new THREE.DirectionalLight( 0xffffff, 1 );
light.position.set( 100, 100, 100 );
scene.add( light );
var materialargs = {
color: 0xffffff,
specular: 0x050505,
shininess: 50,
emissive: 0x000000
};
var geometry = new THREE.SphereBufferGeometry( 0.5, 24, 12 );
for ( var i = 0; i < labeldata.length; i ++ ) {
var scale = labeldata[ i ].scale || 1;
var labelgeo = new THREE.TextBufferGeometry( labeldata[ i ].label, {
font: font,
size: labeldata[ i ].size,
height: 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 );
var material = new THREE.MeshPhongMaterial( materialargs );
var group = new THREE.Group();
group.position.z = - labeldata[ i ].size * scale;
scene.add( group );
var 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 );
var 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
var minzoom = labeldata[ 0 ].size * labeldata[ 0 ].scale * 1;
var maxzoom = labeldata[ labeldata.length - 1 ].size * labeldata[ labeldata.length - 1 ].scale * 100;
var damping = ( Math.abs( zoomspeed ) > minzoomspeed ? .95 : 1.0 );
// Zoom out faster the further out you go
var zoom = THREE.Math.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 onBorderMouseDown( ev ) {
// activate draggable window resizing bar
window.addEventListener( "mousemove", onBorderMouseMove );
window.addEventListener( "mouseup", onBorderMouseUp );
ev.stopPropagation();
ev.preventDefault();
}
function onBorderMouseMove( ev ) {
screensplit = Math.max( 0, Math.min( 1, ev.clientX / window.innerWidth ) );
ev.stopPropagation();
}
function onBorderMouseUp() {
window.removeEventListener( "mousemove", onBorderMouseMove );
window.removeEventListener( "mouseup", onBorderMouseUp );
}
function onMouseMove( ev ) {
mouse[ 0 ] = ev.clientX / window.innerWidth;
mouse[ 1 ] = ev.clientY / window.innerHeight;
}
function onMouseWheel( ev ) {
var amount = ev.deltaY;
if ( amount === 0 ) return;
var 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>