webgl_camera_cinematic.html 5.7 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. #info {
  15. position: absolute;
  16. top: 10px;
  17. width: 100%;
  18. text-align: center;
  19. }
  20. </style>
  21. </head>
  22. <body>
  23. <div id="info">
  24. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - interactive cubes
  25. </div>
  26. <script src="../build/three.js"></script>
  27. <script src="js/shaders/BokehShader2.js"></script>
  28. <script src="js/cameras/CinematicCamera.js"></script>
  29. <script src="js/libs/stats.min.js"></script>
  30. <script src='js/libs/dat.gui.min.js'></script>
  31. <script>
  32. var camera, scene, raycaster, renderer, stats;
  33. var mouse = new THREE.Vector2(), INTERSECTED;
  34. var radius = 100, theta = 0;
  35. init();
  36. animate();
  37. function init() {
  38. camera = new THREE.CinematicCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
  39. camera.setLens( 5 );
  40. camera.position.set( 2, 1, 500 );
  41. scene = new THREE.Scene();
  42. scene.background = new THREE.Color( 0xf0f0f0 );
  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.BoxBufferGeometry( 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.setPixelRatio( window.devicePixelRatio );
  58. renderer.setSize( window.innerWidth, window.innerHeight );
  59. document.body.appendChild( renderer.domElement );
  60. stats = new Stats();
  61. document.body.appendChild( stats.dom );
  62. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  63. window.addEventListener( 'resize', onWindowResize, false );
  64. var effectController = {
  65. focalLength: 15,
  66. // jsDepthCalculation: true,
  67. // shaderFocus: false,
  68. //
  69. fstop: 2.8,
  70. // maxblur: 1.0,
  71. //
  72. showFocus: false,
  73. focalDepth: 3,
  74. // manualdof: false,
  75. // vignetting: false,
  76. // depthblur: false,
  77. //
  78. // threshold: 0.5,
  79. // gain: 2.0,
  80. // bias: 0.5,
  81. // fringe: 0.7,
  82. //
  83. // focalLength: 35,
  84. // noise: true,
  85. // pentagon: false,
  86. //
  87. // dithering: 0.0001
  88. };
  89. var matChanger = function ( ) {
  90. for ( var e in effectController ) {
  91. if ( e in camera.postprocessing.bokeh_uniforms ) {
  92. camera.postprocessing.bokeh_uniforms[ e ].value = effectController[ e ];
  93. }
  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. //
  101. var gui = new dat.GUI();
  102. gui.add( effectController, 'focalLength', 1, 135, 0.01 ).onChange( matChanger );
  103. gui.add( effectController, 'fstop', 1.8, 22, 0.01 ).onChange( matChanger );
  104. gui.add( effectController, 'focalDepth', 0.1, 100, 0.001 ).onChange( matChanger );
  105. gui.add( effectController, 'showFocus', true ).onChange( matChanger );
  106. matChanger();
  107. window.addEventListener( 'resize', onWindowResize, false );
  108. }
  109. function onWindowResize() {
  110. camera.aspect = window.innerWidth / window.innerHeight;
  111. camera.updateProjectionMatrix();
  112. renderer.setSize( window.innerWidth, window.innerHeight );
  113. }
  114. function onDocumentMouseMove( event ) {
  115. event.preventDefault();
  116. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  117. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  118. }
  119. function animate() {
  120. requestAnimationFrame( animate, renderer.domElement );
  121. render();
  122. stats.update();
  123. }
  124. function render() {
  125. theta += 0.1;
  126. camera.position.x = radius * Math.sin( THREE.Math.degToRad( theta ) );
  127. camera.position.y = radius * Math.sin( THREE.Math.degToRad( theta ) );
  128. camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) );
  129. camera.lookAt( scene.position );
  130. camera.updateMatrixWorld();
  131. // find intersections
  132. raycaster.setFromCamera( mouse, camera );
  133. var intersects = raycaster.intersectObjects( scene.children );
  134. if ( intersects.length > 0 ) {
  135. var targetDistance = intersects[ 0 ].distance;
  136. camera.focusAt( targetDistance ); // using Cinematic camera focusAt method
  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. //
  148. if ( camera.postprocessing.enabled ) {
  149. camera.renderCinematic( scene, renderer );
  150. } else {
  151. scene.overrideMaterial = null;
  152. renderer.clear();
  153. renderer.render( scene, camera );
  154. }
  155. }
  156. </script>
  157. </body>
  158. </html>