webgl_camera_cinematic.html 5.9 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl-camera cinematic</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. font-family: Monospace;
  10. background-color: #f0f0f0;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. </style>
  15. </head>
  16. <body>
  17. <script src="../build/three.js"></script>
  18. <script src="js/shaders/BokehShader2.js"></script>
  19. <script src="js/cameras/CinematicCamera.js"></script>
  20. <script src="js/libs/stats.min.js"></script>
  21. <script src='js/libs/dat.gui.min.js'></script>
  22. <script>
  23. var container, stats;
  24. var camera, scene, raycaster, renderer;
  25. var mouse = new THREE.Vector2(), INTERSECTED;
  26. var radius = 100, theta = 0;
  27. init();
  28. animate();
  29. function init() {
  30. container = document.createElement( 'div' );
  31. document.body.appendChild( container );
  32. var info = document.createElement( 'div' );
  33. info.style.position = 'absolute';
  34. info.style.top = '10px';
  35. info.style.width = '100%';
  36. info.style.textAlign = 'center';
  37. info.innerHTML = '<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - interactive cubes';
  38. container.appendChild( info );
  39. camera = new THREE.CinematicCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
  40. camera.setLens(5);
  41. camera.position.set(2, 1, 500);
  42. scene = new THREE.Scene();
  43. scene.add( new THREE.AmbientLight( 0xffffff, 0.3 ) );
  44. var light = new THREE.DirectionalLight( 0xffffff, 0.35 );
  45. light.position.set( 1, 1, 1 ).normalize();
  46. scene.add( light );
  47. var geometry = new THREE.BoxGeometry( 20, 20, 20 );
  48. for ( var i = 0; i < 1500; i ++ ) {
  49. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
  50. object.position.x = Math.random() * 800 - 400;
  51. object.position.y = Math.random() * 800 - 400;
  52. object.position.z = Math.random() * 800 - 400;
  53. scene.add( object );
  54. }
  55. raycaster = new THREE.Raycaster();
  56. renderer = new THREE.WebGLRenderer({antialias:true});
  57. renderer.setClearColor( 0xf0f0f0 );
  58. renderer.setPixelRatio( window.devicePixelRatio );
  59. renderer.setSize( window.innerWidth, window.innerHeight );
  60. container.appendChild(renderer.domElement);
  61. stats = new Stats();
  62. container.appendChild( stats.dom );
  63. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  64. window.addEventListener( 'resize', onWindowResize, false );
  65. var effectController = {
  66. focalLength: 15,
  67. // jsDepthCalculation: true,
  68. // shaderFocus: false,
  69. //
  70. fstop: 2.8,
  71. // maxblur: 1.0,
  72. //
  73. showFocus: false,
  74. focalDepth: 3,
  75. // manualdof: false,
  76. // vignetting: false,
  77. // depthblur: false,
  78. //
  79. // threshold: 0.5,
  80. // gain: 2.0,
  81. // bias: 0.5,
  82. // fringe: 0.7,
  83. //
  84. // focalLength: 35,
  85. // noise: true,
  86. // pentagon: false,
  87. //
  88. // dithering: 0.0001
  89. };
  90. var matChanger = function( ) {
  91. for (var e in effectController) {
  92. if (e in camera.postprocessing.bokeh_uniforms)
  93. camera.postprocessing.bokeh_uniforms[ e ].value = effectController[ e ];
  94. }
  95. camera.postprocessing.bokeh_uniforms[ 'znear' ].value = camera.near;
  96. camera.postprocessing.bokeh_uniforms[ 'zfar' ].value = camera.far;
  97. camera.setLens(effectController.focalLength, camera.frameHeight ,effectController.fstop, camera.coc);
  98. effectController['focalDepth'] = camera.postprocessing.bokeh_uniforms["focalDepth"].value;
  99. };
  100. var gui = new dat.GUI();
  101. gui.add( effectController, "focalLength", 1, 135, 0.01 ).onChange( matChanger );
  102. gui.add( effectController, "fstop", 1.8, 22, 0.01 ).onChange( matChanger );
  103. gui.add( effectController, "focalDepth", 0.1, 100, 0.001 ).onChange( matChanger );
  104. gui.add( effectController, "showFocus", true ).onChange( matChanger );
  105. matChanger();
  106. window.addEventListener( 'resize', onWindowResize, false );
  107. }
  108. function onWindowResize() {
  109. camera.aspect = window.innerWidth / window.innerHeight;
  110. camera.updateProjectionMatrix();
  111. renderer.setSize( window.innerWidth, window.innerHeight );
  112. }
  113. function onDocumentMouseMove( event ) {
  114. event.preventDefault();
  115. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  116. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  117. }
  118. function animate() {
  119. requestAnimationFrame( animate, renderer.domElement );
  120. render();
  121. stats.update();
  122. }
  123. function render() {
  124. theta += 0.1;
  125. camera.position.x = radius * Math.sin( THREE.Math.degToRad( theta ) );
  126. camera.position.y = radius * Math.sin( THREE.Math.degToRad( theta ) );
  127. camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) );
  128. camera.lookAt( scene.position );
  129. camera.updateMatrixWorld();
  130. // find intersections
  131. raycaster.setFromCamera( mouse, camera );
  132. var intersects = raycaster.intersectObjects( scene.children );
  133. if ( intersects.length > 0 ) {
  134. var targetDistance = intersects[ 0 ].distance;
  135. //Using Cinematic camera focusAt method
  136. camera.focusAt(targetDistance);
  137. if ( INTERSECTED != intersects[ 0 ].object ) {
  138. if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
  139. INTERSECTED = intersects[ 0 ].object;
  140. INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
  141. INTERSECTED.material.emissive.setHex( 0xff0000 );
  142. }
  143. } else {
  144. if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
  145. INTERSECTED = null;
  146. }
  147. if(camera.postprocessing.enabled){
  148. //rendering Cinematic Camera effects
  149. camera.renderCinematic(scene, renderer);
  150. }
  151. else {
  152. scene.overrideMaterial = null;
  153. renderer.clear();
  154. renderer.render( scene, camera );
  155. }
  156. }
  157. </script>
  158. </body>
  159. </html>