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- <!DOCTYPE HTML>
- <html lang="en">
- <head>
- <title>three.js webgl - postprocessing - depth-of-field</title>
- <meta charset="utf-8">
- <style type="text/css">
- body {
- background-color: #000000;
- margin: 0px;
- overflow: hidden;
- font-family:Monospace;
- font-size:13px;
- text-align:center;
- font-weight: bold;
- text-align:center;
- }
- a {
- color:#0078ff;
- }
- #info {
- color:#fff;
- position: absolute;
- top: 0px; width: 100%;
- padding: 5px;
- z-index:100;
- }
- </style>
- </head>
- <body>
- <script type="text/javascript" src="../build/Three.js"></script>
- <script type="text/javascript" src="js/Detector.js"></script>
- <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
- <script type="text/javascript" src="js/ShaderExtras.js"></script>
- <script type="text/javascript" src="js/Stats.js"></script>
- <link href="js/gui/gui.css" media="screen" rel="stylesheet" type="text/css" />
- <script type="text/javascript" src="js/gui/gui.min.js"></script>
- <div id="info">
- <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl depth-of-field with bokeh example -
- shader by <a href="http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html">Martins Upitis</a>
- </div>
- <script type="text/javascript">
- if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
- var container, stats;
- var camera, scene, renderer,
- materials = [], objects = [],
- singleMaterial, zmaterial = [],
- parameters, i, j, k, h, color, x, y, z, s, n, nobjects,
- material_depth, cubeMaterial;
- var mouseX = 0, mouseY = 0;
- var windowHalfX = window.innerWidth / 2;
- var windowHalfY = window.innerHeight / 2;
- var height = window.innerHeight - 300;
- var postprocessing = { enabled : true };
- init();
- animate();
- function init() {
- container = document.createElement( 'div' );
- document.body.appendChild( container );
- camera = new THREE.Camera( 70, window.innerWidth / height, 1, 3000 );
- camera.position.z = 200;
- scene = new THREE.Scene();
- renderer = new THREE.WebGLRenderer( { antialias: false } );
- renderer.setSize( window.innerWidth, height );
- container.appendChild( renderer.domElement );
- material_depth = new THREE.MeshDepthMaterial();
- var path = "textures/cube/SwedishRoyalCastle/";
- var format = '.jpg';
- var urls = [
- path + 'px' + format, path + 'nx' + format,
- path + 'py' + format, path + 'ny' + format,
- path + 'pz' + format, path + 'nz' + format
- ];
- var textureCube = THREE.ImageUtils.loadTextureCube( urls );
- parameters = { color: 0xff1100, envMap: textureCube, shading: THREE.FlatShading };
- cubeMaterial = new THREE.MeshBasicMaterial( parameters );
- singleMaterial = false;
- if( singleMaterial ) zmaterial = [ cubeMaterial ];
- //var geo = new THREE.CubeGeometry( 1, 1, 1 );
- //var geo = new THREE.IcosahedronGeometry( 2 );
- var geo = new THREE.SphereGeometry( 1, 20, 10 );
- var start = new Date().getTime();
- renderer.initMaterial( cubeMaterial, scene.lights, scene.fog );
- var xgrid = 14,
- ygrid = 9,
- zgrid = 14;
- nobjects = xgrid * ygrid * zgrid;
- c = 0;
- //var s = 0.25;
- var s = 60;
- for ( i = 0; i < xgrid; i++ )
- for ( j = 0; j < ygrid; j++ )
- for ( k = 0; k < zgrid; k++ ) {
- if ( singleMaterial ) {
- mesh = new THREE.Mesh( geo, zmaterial );
- } else {
- materials[ c ] = new THREE.MeshBasicMaterial( parameters );
- mesh = new THREE.Mesh( geo, materials[ c ] );
- renderer.initMaterial( materials[ c ], scene.lights, scene.fog, mesh );
- }
- x = 200 * ( i - xgrid/2 );
- y = 200 * ( j - ygrid/2 );
- z = 200 * ( k - zgrid/2 );
- mesh.position.set( x, y, z );
- mesh.scale.set( s, s, s );
- mesh.matrixAutoUpdate = false;
- mesh.updateMatrix();
- scene.addObject( mesh );
- objects.push( mesh );
- c++;
- }
- //console.log("init time: ", new Date().getTime() - start );
- scene.matrixAutoUpdate = false;
- initPostprocessing();
- renderer.autoClear = false;
- renderer.domElement.style.position = 'absolute';
- renderer.domElement.style.top = "150px";
- renderer.domElement.style.left = "0px";
- stats = new Stats();
- stats.domElement.style.position = 'absolute';
- stats.domElement.style.top = '0px';
- container.appendChild( stats.domElement );
- document.addEventListener( 'mousemove', onDocumentMouseMove, false );
- document.addEventListener( 'touchstart', onDocumentTouchStart, false );
- document.addEventListener( 'touchmove', onDocumentTouchMove, false );
- var effectController = {
- focus: 1.0,
- aperture: 0.025,
- maxblur: 1.0
- };
- var matChanger = function( ) {
- postprocessing.bokeh_uniforms["focus"].value = effectController.focus;
- postprocessing.bokeh_uniforms["aperture"].value = effectController.aperture;
- postprocessing.bokeh_uniforms["maxblur"].value = effectController.maxblur;
- };
- var gui = new GUI();
- gui.add( effectController, "focus", 0.0, 3.0, 0.025 ).onChange( matChanger );
- gui.add( effectController, "aperture", 0.001, 0.2, 0.001 ).onChange( matChanger );
- gui.add( effectController, "maxblur", 0.0, 3.0, 0.025 ).onChange( matChanger );
- }
- function onDocumentMouseMove( event ) {
- mouseX = event.clientX - windowHalfX;
- mouseY = event.clientY - windowHalfY;
- }
- function onDocumentTouchStart( event ) {
- if ( event.touches.length == 1 ) {
- event.preventDefault();
- mouseX = event.touches[ 0 ].pageX - windowHalfX;
- mouseY = event.touches[ 0 ].pageY - windowHalfY;
- }
- }
- function onDocumentTouchMove( event ) {
- if ( event.touches.length == 1 ) {
- event.preventDefault();
- mouseX = event.touches[ 0 ].pageX - windowHalfX;
- mouseY = event.touches[ 0 ].pageY - windowHalfY;
- }
- }
- function initPostprocessing() {
- postprocessing.scene = new THREE.Scene();
- postprocessing.camera = new THREE.Camera();
- postprocessing.camera.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
- postprocessing.camera.position.z = 100;
- var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
- postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
- postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
- var bokeh_shader = ShaderExtras["bokeh"];
- postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone( bokeh_shader.uniforms );
- postprocessing.bokeh_uniforms["tColor"].texture = postprocessing.rtTextureColor;
- postprocessing.bokeh_uniforms["tDepth"].texture = postprocessing.rtTextureDepth;
- postprocessing.bokeh_uniforms["focus"].value = 1.1;
- postprocessing.bokeh_uniforms["aspect"].value = window.innerWidth / height;
- postprocessing.materialBokeh = new THREE.MeshShaderMaterial( {
- uniforms: postprocessing.bokeh_uniforms,
- vertexShader: bokeh_shader.vertexShader,
- fragmentShader: bokeh_shader.fragmentShader
- } );
- postprocessing.quad = new THREE.Mesh( new THREE.PlaneGeometry( window.innerWidth, window.innerHeight ), postprocessing.materialBokeh );
- postprocessing.quad.position.z = - 500;
- postprocessing.scene.addObject( postprocessing.quad );
- }
- function animate() {
- requestAnimationFrame( animate, renderer.domElement );
- render();
- stats.update();
- }
- function render() {
- var time = new Date().getTime() * 0.00005;
- camera.position.x += ( mouseX - camera.position.x ) * 0.036;
- camera.position.y += ( - (mouseY) - camera.position.y ) * 0.036;
- if ( !singleMaterial ) {
- for( i = 0; i < nobjects; i++ ) {
- h = ( 360 * ( i/nobjects + time ) % 360 ) / 360;
- //materials[ i ].color.setHSV( h, 0.5 + 0.5 * ( i % 20 / 20 ), 1 );
- materials[ i ].color.setHSV( h, 1, 1 );
- }
- }
- if ( postprocessing.enabled ) {
- renderer.clear();
- // Render scene into texture
- scene.overrideMaterial = null;
- renderer.render( scene, camera, postprocessing.rtTextureColor, true );
- // Render depth into texture
- scene.overrideMaterial = material_depth;
- renderer.render( scene, camera, postprocessing.rtTextureDepth, true );
- // Render bokeh composite
- renderer.render( postprocessing.scene, postprocessing.camera );
- } else {
- renderer.clear();
- renderer.render( scene, camera );
- }
- }
- </script>
- </body>
- </html>
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