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added webgl_camera_cinematic example

kaypikun 9 年之前
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共有 1 个文件被更改,包括 247 次插入0 次删除
  1. 247 0
      examples/webgl_camera_cinematic.html

+ 247 - 0
examples/webgl_camera_cinematic.html

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+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - interactive cubes</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 {
+				font-family: Monospace;
+				background-color: #f0f0f0;
+				margin: 0px;
+				overflow: hidden;
+			}
+		</style>
+	</head>
+	<body>
+
+		<script src="../build/three.js"></script>
+
+		<script src="js/shaders/BokehShader2.js"></script>
+
+		<!--<script src="../src/cameras/PerspectiveCamera.js"></script>-->
+		<!--<script src="../src/cameras/CinematicCamera.js"></script>-->
+
+		<script src="js/libs/stats.min.js"></script>
+		<script src='js/libs/dat.gui.min.js'></script>
+
+		<script>
+
+			var container, stats;
+			var camera, scene, raycaster, renderer;
+
+			var mouse = new THREE.Vector2(), INTERSECTED;
+			var radius = 100, theta = 0;
+
+
+
+			init();
+			animate();
+
+			function init() {
+
+				container = document.createElement( 'div' );
+				document.body.appendChild( container );
+
+				var info = document.createElement( 'div' );
+				info.style.position = 'absolute';
+				info.style.top = '10px';
+				info.style.width = '100%';
+				info.style.textAlign = 'center';
+				info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js</a> webgl - interactive cubes';
+				container.appendChild( info );
+				camera = new THREE.CinematicCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
+				camera.setLens(5);
+        		camera.position.set(2, 1, 500);
+
+
+				scene = new THREE.Scene();
+				scene.add( new THREE.AmbientLight( 0xffffff, 0.03 ) );
+
+				var light = new THREE.DirectionalLight( 0xffffff, 1 );
+				light.position.set( 1, 1, 1 ).normalize();
+				scene.add( light );
+
+
+				var geometry = new THREE.BoxGeometry( 20, 20, 20 );
+
+				for ( var i = 0; i < 1500; i ++ ) {
+
+					var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
+
+					object.position.x = Math.random() * 800 - 400;
+					object.position.y = Math.random() * 800 - 400;
+					object.position.z = Math.random() * 800 - 400;
+
+					scene.add( object );
+
+				}
+
+				raycaster = new THREE.Raycaster();
+
+				renderer = new THREE.WebGLRenderer({antialias:true});
+				renderer.setClearColor( 0xf0f0f0 );
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				renderer.sortObjects = false;
+				container.appendChild(renderer.domElement);
+
+				stats = new Stats();
+				stats.domElement.style.position = 'absolute';
+				stats.domElement.style.top = '0px';
+				container.appendChild( stats.domElement );
+
+				document.addEventListener( 'mousemove', onDocumentMouseMove, false );
+
+		
+
+				window.addEventListener( 'resize', onWindowResize, false );
+
+				var effectController  = {
+
+					focalLength: 15,
+					// jsDepthCalculation: true,
+					// shaderFocus: false,
+					//
+					fstop: 2.8,
+					// maxblur: 1.0,
+					//
+					showFocus: false,
+					focalDepth: 3,
+					// manualdof: false,
+					// vignetting: false,
+					// depthblur: false,
+					//
+					// threshold: 0.5,
+					// gain: 2.0,
+					// bias: 0.5,
+					// fringe: 0.7,
+					//
+					// focalLength: 35,
+					// noise: true,
+					// pentagon: false,
+					//
+					// dithering: 0.0001
+
+				};
+
+				var matChanger = function( ) {
+
+					for (var e in effectController) {
+						if (e in camera.postprocessing.bokeh_uniforms)
+						camera.postprocessing.bokeh_uniforms[ e ].value = effectController[ e ];
+					}
+					camera.postprocessing.bokeh_uniforms[ 'znear' ].value = camera.near;
+					camera.postprocessing.bokeh_uniforms[ 'zfar' ].value = camera.far;
+					camera.setLens(effectController.focalLength, camera.frameHeight ,effectController.fstop, camera.coc);
+					effectController['focalDepth'] = camera.postprocessing.bokeh_uniforms["focalDepth"].value;
+				};
+
+
+				var gui = new dat.GUI();
+
+				gui.add( effectController, "focalLength", 1, 135, 0.01 ).onChange( matChanger );
+				gui.add( effectController, "fstop", 1.8, 22, 0.01 ).onChange( matChanger );
+				gui.add( effectController, "focalDepth", 0.1, 100, 0.001 ).onChange( matChanger );
+				gui.add( effectController, "showFocus", true ).onChange( matChanger );
+
+				matChanger();
+
+				window.addEventListener( 'resize', onWindowResize, false );
+
+			}
+
+
+		function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			function onDocumentMouseMove( event ) {
+
+				event.preventDefault();
+
+				mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
+				mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
+
+			}
+
+
+			function animate() {
+
+				requestAnimationFrame( animate, renderer.domElement );
+
+				render();
+				stats.update();
+
+			}
+
+
+			function render() {
+
+				theta += 0.1;
+
+				camera.position.x = radius * Math.sin( THREE.Math.degToRad( theta ) );
+				camera.position.y = radius * Math.sin( THREE.Math.degToRad( theta ) );
+				camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) );
+				camera.lookAt( scene.position );
+
+				camera.updateMatrixWorld();
+
+				// find intersections
+
+				raycaster.setFromCamera( mouse, camera );
+
+				var intersects = raycaster.intersectObjects( scene.children );
+
+				if ( intersects.length > 0 ) {
+
+					var targetDistance = intersects[ 0 ].distance;
+					
+					//Using Cinematic camera focusAt method
+					camera.focusAt(targetDistance);
+
+					if ( INTERSECTED != intersects[ 0 ].object ) {
+
+						if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
+
+						INTERSECTED = intersects[ 0 ].object;
+						INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
+						INTERSECTED.material.emissive.setHex( 0xff0000 );
+					}
+
+				} else {
+
+					if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
+
+					INTERSECTED = null;
+
+				}
+
+				renderer.render( scene, camera );
+
+
+				if(camera.postprocessing.enabled){
+					//rendering Cinematic Camera effects
+					camera.renderCinematic(scene, renderer);
+				}
+
+				 else {
+
+					scene.overrideMaterial = null;
+
+					renderer.clear();
+					renderer.render( scene, camera );
+
+				}
+
+			}
+
+		</script>
+
+	</body>
+</html>