mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-23 05:57:57 +01:00
343 lines
12 KiB
HTML
343 lines
12 KiB
HTML
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - cameras - logarithmic depth buffer</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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color: #808080;
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font-family:Monospace;
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font-size:13px;
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text-align:center;
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background-color: #000;
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margin: 0px;
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overflow: hidden;
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}
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#info {
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position: absolute;
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top: 0px; width: 100%;
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padding: 5px;
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z-index: 100;
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color: #ddd;
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text-shadow: 0 0 1px rgba(0,0,0,1);
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}
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a {
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color: #0080ff;
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}
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b { color: lightgreen }
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#stats { position: absolute; top:0; left: 0 }
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.renderer_label {
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position: absolute;
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bottom: 1em;
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width: 100%;
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color: white;
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z-index: 10;
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display: block;
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text-align: center;
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}
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.renderer_label.renderer_label_normal {
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}
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.renderer_label.renderer_label_logzbuf {
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}
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#container {
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white-space: nowrap;
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}
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#container_normal {
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width: 50%;
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display: inline-block;
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position: relative;
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overflow: hidden;
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}
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#container_logzbuf {
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width: 50%;
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display: inline-block;
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position: relative;
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overflow: hidden;
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}
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#renderer_border {
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position: absolute;
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top: 0;
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bottom: 0;
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width: 2px;
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z-index: 10;
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opacity: .8;
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background: #ccc;
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border: 1px inset #ccc;
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cursor: col-resize;
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}
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</style>
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</head>
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<body>
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<div id="container">
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<div id="container_normal"><h2 class="renderer_label renderer_label_normal">normal z-buffer</h2></div><div id="container_logzbuf"><h2 class="renderer_label renderer_label_logzbuf">logarithmic z-buffer</h2></div>
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<div id="renderer_border"></div>
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</div>
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<div id="info">
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<a href="http://threejs.org" target="_blank">three.js</a> - cameras - logarithmic depth buffer<br/>
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Zoom through scene with objects ranging in size from 1µm to 100,000,000 light years using the mousewheel<br/>
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Linear z-buffer handles close-up objects well, but fails spectacularly at distant objects<br/>
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Logarithmic handles all but the smallest objects with ease
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</div>
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<script src="../build/three.min.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script src="fonts/helvetiker_regular.typeface.js"></script>
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<script>
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// 1 micrometer to 100 billion light years in one scene, with 1 unit = 1 meter? preposterous! and yet...
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var NEAR = 1e-6, FAR = 1e27;
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var SCREEN_WIDTH = window.innerWidth;
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var SCREEN_HEIGHT = window.innerHeight;
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var screensplit = .25, screensplit_right = 0;
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var mouse = [.5, .5];
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var zoompos = -100, minzoomspeed = .015;
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var zoomspeed = minzoomspeed;
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var container, stats;
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var objects = {};
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// Generate a number of text labels, from 1µm in size up to 100,000,000 light years
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// Try to use some descriptive real-world examples of objects at each scale
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var labeldata = [
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{ size: .01, scale: .001, label: "microscopic (1µm)", scale: .0001 }, // FIXME - triangulating text fails at this size, so we scale instead
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{ size: .01, scale: 0.1, label: "minuscule (1mm)", scale: .1},
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{ size: .01, scale: 1.0, label: "tiny (1cm)", scale: 1 },
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{ size: 1, scale: 1.0, label: "child-sized (1m)", scale: 1 },
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{ size: 10, scale: 1.0, label: "tree-sized (10m)", scale: 1 },
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{ size: 100, scale: 1.0, label: "building-sized (100m)", scale: 1 },
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{ size: 1000, scale: 1.0, label: "medium (1km)", scale: 1 },
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{ size: 10000, scale: 1.0, label: "city-sized (10km)", scale: 1 },
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{ size: 3400000, scale: 1.0, label: "moon-sized (3,400 Km)", scale: 1 },
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{ size: 12000000, scale: 1.0, label: "planet-sized (12,000 km)", scale: 1 },
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{ size: 1400000000, scale: 1.0, label: "sun-sized (1,400,000 km)", scale: 1 },
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{ size: 7.47e12, scale: 1.0, label: "solar system-sized (50Au)", scale: 1 },
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{ size: 9.4605284e15, scale: 1.0, label: "gargantuan (1 light year)", scale: 1 },
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{ size: 3.08567758e16, scale: 1.0, label: "ludicrous (1 parsec)", scale: 1 },
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{ size: 1e19, scale: 1.0, label: "mind boggling (1000 light years)", scale: 1 },
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{ size: 1.135e21, scale: 1.0, label: "galaxy-sized (120,000 light years)", scale: 1 },
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{ size: 9.46e23, scale: 1.0, label: "... (100,000,000 light years)", scale: 1 }
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];
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init();
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animate();
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function init() {
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container = document.getElementById( 'container' );
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// Initialize two copies of the same scene, one with normal z-buffer and one with logarithmic z-buffer
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objects.normal = initScene('normal', false);
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objects.logzbuf = initScene('logzbuf', true);
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stats = new Stats();
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container.appendChild(stats.domElement);
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// Resize border allows the user to easily compare effects of logarithmic depth buffer over the whole scene
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border = document.getElementById( 'renderer_border' );
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border.addEventListener("mousedown", onBorderMouseDown);
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window.addEventListener( 'resize', onWindowResize, false );
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window.addEventListener( 'mousewheel', onMouseWheel, false );
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window.addEventListener( 'DOMMouseScroll', onMouseWheel, false );
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window.addEventListener( 'mousemove', onMouseMove, false );
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render();
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}
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function initScene(name, logDepthBuf) {
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var scene = new THREE.Scene();
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var framecontainer = document.getElementById('container_' + name);
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var camera = new THREE.PerspectiveCamera( 50, screensplit * SCREEN_WIDTH / SCREEN_HEIGHT, NEAR, FAR );
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scene.add(camera);
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var light = new THREE.DirectionalLight(0xffffff, 1);
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light.position.set(100,100,100);
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scene.add(light);
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var materialargs = {
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color: 0xffffff,
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specular: 0xffaa00,
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shininess: 50,
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shading: THREE.SmoothShading,
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emissive: 0x000000
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};
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var geomtransform = new THREE.Matrix4();
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var tmpvec = new THREE.Vector3();
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var meshes = [];
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var coloroffset = 0;
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var colorskip = ['black', 'antiquewhite', 'bisque', 'beige', 'blanchedalmond', 'darkblue', 'darkcyan'];
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var colorkeys = Object.keys( THREE.ColorKeywords );
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for (var i = 0; i < labeldata.length; i++) {
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var scale = labeldata[i].scale || 1;
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var labelgeo = new THREE.TextGeometry( labeldata[i].label, {
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size: labeldata[i].size,
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height: labeldata[i].size / 2,
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font: 'helvetiker',
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});
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labelgeo.computeBoundingSphere();
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// center text
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geomtransform.setPosition( tmpvec.set( -labelgeo.boundingSphere.radius, 0, 0 ) );
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labelgeo.applyMatrix( geomtransform );
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// Pick a color at "random". Exclude black, because it looks bad.
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while ( colorskip.indexOf( colorkeys[ i + coloroffset ] ) != -1 ) {
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coloroffset++;
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}
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materialargs.color = THREE.ColorKeywords[ colorkeys[ i + coloroffset ] ];
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var material = new THREE.MeshPhongMaterial( materialargs );
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var textmesh = new THREE.Mesh( labelgeo, material );
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textmesh.scale.set(scale, scale, scale);
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textmesh.position.z = -labeldata[i].size * scale;
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textmesh.position.y = labeldata[i].size / 4 * scale;
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textmesh.updateMatrix();
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var dotmesh = new THREE.Mesh(new THREE.SphereGeometry(labeldata[i].size * scale / 2, 24, 12), material);
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dotmesh.position.y = -labeldata[i].size / 4 * scale;
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dotmesh.updateMatrix();
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var merged = new THREE.Geometry();
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merged.merge( textmesh.geometry, textmesh.matrix );
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merged.merge( dotmesh.geometry, dotmesh.matrix );
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var mesh = new THREE.Mesh(merged, material);
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mesh.position.z = -labeldata[i].size * 1 * scale;
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scene.add(mesh);
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}
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var renderer = new THREE.WebGLRenderer({ antialias: true, logarithmicDepthBuffer: logDepthBuf });
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize(SCREEN_WIDTH/2, SCREEN_HEIGHT);
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renderer.domElement.style.position = "relative";
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renderer.domElement.id = 'renderer_' + name;
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framecontainer.appendChild(renderer.domElement);
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return { container: framecontainer, renderer: renderer, scene: scene, camera: camera }
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}
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function updateRendererSizes() {
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// Recalculate size for both renderers when screen size or split location changes
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SCREEN_WIDTH = window.innerWidth;
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SCREEN_HEIGHT = window.innerHeight;
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screensplit_right = 1 - screensplit;
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objects.normal.renderer.setSize( screensplit * SCREEN_WIDTH, SCREEN_HEIGHT );
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objects.normal.camera.aspect = screensplit * SCREEN_WIDTH / SCREEN_HEIGHT;
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objects.normal.camera.updateProjectionMatrix();
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objects.normal.camera.setViewOffset( SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, SCREEN_WIDTH * screensplit, SCREEN_HEIGHT );
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objects.normal.container.style.width = (screensplit * 100) + '%';
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objects.logzbuf.renderer.setSize( screensplit_right * SCREEN_WIDTH, SCREEN_HEIGHT );
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objects.logzbuf.camera.aspect = screensplit_right * SCREEN_WIDTH / SCREEN_HEIGHT;
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objects.logzbuf.camera.updateProjectionMatrix();
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objects.logzbuf.camera.setViewOffset( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH * screensplit, 0, SCREEN_WIDTH * screensplit_right, SCREEN_HEIGHT );
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objects.logzbuf.container.style.width = (screensplit_right * 100) + '%';
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border.style.left = (screensplit * 100) + "%";
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}
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function animate() {
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requestAnimationFrame( animate );
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render();
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}
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function render() {
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// Put some limits on zooming
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var minzoom = labeldata[0].size * labeldata[0].scale*1;
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var maxzoom = labeldata[labeldata.length-1].size * labeldata[labeldata.length-1].scale * 100;
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var damping = (Math.abs(zoomspeed) > minzoomspeed ? .95 : 1.0);
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// Zoom out faster the further out you go
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var zoom = THREE.Math.clamp(Math.pow(Math.E, zoompos), minzoom, maxzoom);
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zoompos = Math.log(zoom);
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// Slow down quickly at the zoom limits
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if ((zoom == minzoom && zoomspeed < 0) || (zoom == maxzoom && zoomspeed > 0)) {
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damping = .85;
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}
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zoompos += zoomspeed;
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zoomspeed *= damping;
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objects.normal.camera.position.x = Math.sin(.5 * Math.PI * (mouse[0] - .5)) * zoom;
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objects.normal.camera.position.y = Math.sin(.25 * Math.PI * (mouse[1] - .5)) * zoom;
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objects.normal.camera.position.z = Math.cos(.5 * Math.PI * (mouse[0] - .5)) * zoom;
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objects.normal.camera.lookAt(objects.normal.scene.position);
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// Clone camera settings across both scenes
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objects.logzbuf.camera.position.copy(objects.normal.camera.position);
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objects.logzbuf.camera.quaternion.copy(objects.normal.camera.quaternion);
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// Update renderer sizes if the split has changed
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if (screensplit_right != 1 - screensplit) {
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updateRendererSizes();
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}
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objects.normal.renderer.render(objects.normal.scene, objects.normal.camera);
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objects.logzbuf.renderer.render(objects.logzbuf.scene, objects.logzbuf.camera);
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stats.update();
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}
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function onWindowResize(event) {
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updateRendererSizes();
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}
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function onBorderMouseDown(ev) {
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// activate draggable window resizing bar
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window.addEventListener("mousemove", onBorderMouseMove);
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window.addEventListener("mouseup", onBorderMouseUp);
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ev.stopPropagation();
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ev.preventDefault();
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}
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function onBorderMouseMove(ev) {
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screensplit = Math.max(0, Math.min(1, ev.clientX / window.innerWidth));
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ev.stopPropagation();
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}
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function onBorderMouseUp(ev) {
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window.removeEventListener("mousemove", onBorderMouseMove);
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window.removeEventListener("mouseup", onBorderMouseUp);
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}
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function onMouseMove(ev) {
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mouse[0] = ev.clientX / window.innerWidth;
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mouse[1] = ev.clientY / window.innerHeight;
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}
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function onMouseWheel(ev) {
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var amount = -ev.wheelDeltaY || ev.detail;
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var dir = amount / Math.abs(amount);
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zoomspeed = dir/10;
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// Slow down default zoom speed after user starts zooming, to give them more control
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minzoomspeed = 0.001;
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}
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</script>
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</body>
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</html>
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