webgl_postprocessing_dof.html 8.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - postprocessing - depth-of-field</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. background-color: #000000;
  10. margin: 0px;
  11. overflow: hidden;
  12. font-family:Monospace;
  13. font-size:13px;
  14. text-align:center;
  15. font-weight: bold;
  16. text-align:center;
  17. }
  18. a {
  19. color:#0078ff;
  20. }
  21. #info {
  22. color:#fff;
  23. position: relative;
  24. top: 0px;
  25. width: 50em;
  26. margin: 0 auto -2.1em;
  27. padding: 5px;
  28. z-index:100;
  29. }
  30. </style>
  31. </head>
  32. <body>
  33. <script src="../build/three.min.js"></script>
  34. <script src="js/shaders/BokehShader.js"></script>
  35. <script src="js/Detector.js"></script>
  36. <script src="js/libs/stats.min.js"></script>
  37. <script src='js/libs/dat.gui.min.js'></script>
  38. <div id="info">
  39. <a href="http://threejs.org" target="_blank">three.js</a> - webgl depth-of-field with bokeh example -
  40. shader by <a href="http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html">Martins Upitis</a>
  41. </div>
  42. <script>
  43. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  44. var container, stats;
  45. var camera, scene, renderer,
  46. materials = [], objects = [],
  47. singleMaterial, zmaterial = [],
  48. parameters, i, j, k, h, color, x, y, z, s, n, nobjects,
  49. material_depth, cubeMaterial;
  50. var mouseX = 0, mouseY = 0;
  51. var windowHalfX = window.innerWidth / 2;
  52. var windowHalfY = window.innerHeight / 2;
  53. var height = window.innerHeight - 300;
  54. var postprocessing = { enabled : true };
  55. init();
  56. animate();
  57. function init() {
  58. container = document.createElement( 'div' );
  59. document.body.appendChild( container );
  60. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / height, 1, 3000 );
  61. camera.position.z = 200;
  62. scene = new THREE.Scene();
  63. renderer = new THREE.WebGLRenderer( { antialias: false } );
  64. renderer.setSize( window.innerWidth, height );
  65. container.appendChild( renderer.domElement );
  66. renderer.sortObjects = false;
  67. material_depth = new THREE.MeshDepthMaterial();
  68. var path = "textures/cube/SwedishRoyalCastle/";
  69. var format = '.jpg';
  70. var urls = [
  71. path + 'px' + format, path + 'nx' + format,
  72. path + 'py' + format, path + 'ny' + format,
  73. path + 'pz' + format, path + 'nz' + format
  74. ];
  75. var textureCube = THREE.ImageUtils.loadTextureCube( urls );
  76. parameters = { color: 0xff1100, envMap: textureCube, shading: THREE.FlatShading };
  77. cubeMaterial = new THREE.MeshBasicMaterial( parameters );
  78. singleMaterial = false;
  79. if( singleMaterial ) zmaterial = [ cubeMaterial ];
  80. var geo = new THREE.SphereGeometry( 1, 20, 10 );
  81. var start = Date.now();
  82. renderer.initMaterial( cubeMaterial, scene.__lights, scene.fog );
  83. var xgrid = 14,
  84. ygrid = 9,
  85. zgrid = 14;
  86. nobjects = xgrid * ygrid * zgrid;
  87. c = 0;
  88. //var s = 0.25;
  89. var s = 60;
  90. for ( i = 0; i < xgrid; i ++ )
  91. for ( j = 0; j < ygrid; j ++ )
  92. for ( k = 0; k < zgrid; k ++ ) {
  93. if ( singleMaterial ) {
  94. mesh = new THREE.Mesh( geo, zmaterial );
  95. } else {
  96. materials[ c ] = new THREE.MeshBasicMaterial( parameters );
  97. mesh = new THREE.Mesh( geo, materials[ c ] );
  98. renderer.initMaterial( materials[ c ], scene.__lights, scene.fog, mesh );
  99. }
  100. x = 200 * ( i - xgrid/2 );
  101. y = 200 * ( j - ygrid/2 );
  102. z = 200 * ( k - zgrid/2 );
  103. mesh.position.set( x, y, z );
  104. mesh.scale.set( s, s, s );
  105. mesh.matrixAutoUpdate = false;
  106. mesh.updateMatrix();
  107. scene.add( mesh );
  108. objects.push( mesh );
  109. c ++;
  110. }
  111. //console.log("init time: ", Date.now() - start );
  112. scene.matrixAutoUpdate = false;
  113. initPostprocessing();
  114. renderer.autoClear = false;
  115. renderer.domElement.style.position = 'absolute';
  116. renderer.domElement.style.top = "150px";
  117. renderer.domElement.style.left = "0px";
  118. stats = new Stats();
  119. stats.domElement.style.position = 'absolute';
  120. stats.domElement.style.top = '0px';
  121. container.appendChild( stats.domElement );
  122. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  123. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  124. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  125. var effectController = {
  126. focus: 1.0,
  127. aperture: 0.025,
  128. maxblur: 1.0
  129. };
  130. var matChanger = function( ) {
  131. postprocessing.bokeh_uniforms[ "focus" ].value = effectController.focus;
  132. postprocessing.bokeh_uniforms[ "aperture" ].value = effectController.aperture;
  133. postprocessing.bokeh_uniforms[ "maxblur" ].value = effectController.maxblur;
  134. };
  135. var gui = new dat.GUI();
  136. gui.add( effectController, "focus", 0.0, 3.0, 0.025 ).onChange( matChanger );
  137. gui.add( effectController, "aperture", 0.001, 0.2, 0.001 ).onChange( matChanger );
  138. gui.add( effectController, "maxblur", 0.0, 3.0, 0.025 ).onChange( matChanger );
  139. gui.close();
  140. }
  141. function onDocumentMouseMove( event ) {
  142. mouseX = event.clientX - windowHalfX;
  143. mouseY = event.clientY - windowHalfY;
  144. }
  145. function onDocumentTouchStart( event ) {
  146. if ( event.touches.length == 1 ) {
  147. event.preventDefault();
  148. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  149. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  150. }
  151. }
  152. function onDocumentTouchMove( event ) {
  153. if ( event.touches.length == 1 ) {
  154. event.preventDefault();
  155. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  156. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  157. }
  158. }
  159. function initPostprocessing() {
  160. postprocessing.scene = new THREE.Scene();
  161. postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  162. postprocessing.camera.position.z = 100;
  163. postprocessing.scene.add( postprocessing.camera );
  164. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  165. postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
  166. postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
  167. var bokeh_shader = THREE.BokehShader;
  168. postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone( bokeh_shader.uniforms );
  169. postprocessing.bokeh_uniforms[ "tColor" ].value = postprocessing.rtTextureColor;
  170. postprocessing.bokeh_uniforms[ "tDepth" ].value = postprocessing.rtTextureDepth;
  171. postprocessing.bokeh_uniforms[ "focus" ].value = 1.1;
  172. postprocessing.bokeh_uniforms[ "aspect" ].value = window.innerWidth / height;
  173. postprocessing.materialBokeh = new THREE.ShaderMaterial( {
  174. uniforms: postprocessing.bokeh_uniforms,
  175. vertexShader: bokeh_shader.vertexShader,
  176. fragmentShader: bokeh_shader.fragmentShader
  177. } );
  178. postprocessing.quad = new THREE.Mesh( new THREE.PlaneGeometry( window.innerWidth, window.innerHeight ), postprocessing.materialBokeh );
  179. postprocessing.quad.position.z = - 500;
  180. postprocessing.scene.add( postprocessing.quad );
  181. }
  182. function animate() {
  183. requestAnimationFrame( animate, renderer.domElement );
  184. render();
  185. stats.update();
  186. }
  187. function render() {
  188. var time = Date.now() * 0.00005;
  189. camera.position.x += ( mouseX - camera.position.x ) * 0.036;
  190. camera.position.y += ( - (mouseY) - camera.position.y ) * 0.036;
  191. camera.lookAt( scene.position );
  192. if ( !singleMaterial ) {
  193. for( i = 0; i < nobjects; i ++ ) {
  194. h = ( 360 * ( i / nobjects + time ) % 360 ) / 360;
  195. materials[ i ].color.setHSL( h, 1, 0.5 );
  196. }
  197. }
  198. if ( postprocessing.enabled ) {
  199. renderer.clear();
  200. // Render scene into texture
  201. scene.overrideMaterial = null;
  202. renderer.render( scene, camera, postprocessing.rtTextureColor, true );
  203. // Render depth into texture
  204. scene.overrideMaterial = material_depth;
  205. renderer.render( scene, camera, postprocessing.rtTextureDepth, true );
  206. // Render bokeh composite
  207. renderer.render( postprocessing.scene, postprocessing.camera );
  208. } else {
  209. renderer.clear();
  210. renderer.render( scene, camera );
  211. }
  212. }
  213. </script>
  214. </body>
  215. </html>