webgl_postprocessing_dof.html 8.2 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: absolute;
  24. top: 0px; width: 100%;
  25. padding: 5px;
  26. z-index:100;
  27. }
  28. </style>
  29. </head>
  30. <body>
  31. <script src="../build/three.min.js"></script>
  32. <script src="js/shaders/BokehShader.js"></script>
  33. <script src="js/Detector.js"></script>
  34. <script src="js/Stats.js"></script>
  35. <script src='js/DAT.GUI.min.js'></script>
  36. <div id="info">
  37. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl depth-of-field with bokeh example -
  38. shader by <a href="http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html">Martins Upitis</a>
  39. </div>
  40. <script>
  41. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  42. var container, stats;
  43. var camera, scene, renderer,
  44. materials = [], objects = [],
  45. singleMaterial, zmaterial = [],
  46. parameters, i, j, k, h, color, x, y, z, s, n, nobjects,
  47. material_depth, cubeMaterial;
  48. var mouseX = 0, mouseY = 0;
  49. var windowHalfX = window.innerWidth / 2;
  50. var windowHalfY = window.innerHeight / 2;
  51. var height = window.innerHeight - 300;
  52. var postprocessing = { enabled : true };
  53. init();
  54. animate();
  55. function init() {
  56. container = document.createElement( 'div' );
  57. document.body.appendChild( container );
  58. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / height, 1, 3000 );
  59. camera.position.z = 200;
  60. scene = new THREE.Scene();
  61. renderer = new THREE.WebGLRenderer( { antialias: false } );
  62. renderer.setSize( window.innerWidth, height );
  63. container.appendChild( renderer.domElement );
  64. renderer.sortObjects = false;
  65. material_depth = new THREE.MeshDepthMaterial();
  66. var path = "textures/cube/SwedishRoyalCastle/";
  67. var format = '.jpg';
  68. var urls = [
  69. path + 'px' + format, path + 'nx' + format,
  70. path + 'py' + format, path + 'ny' + format,
  71. path + 'pz' + format, path + 'nz' + format
  72. ];
  73. var textureCube = THREE.ImageUtils.loadTextureCube( urls );
  74. parameters = { color: 0xff1100, envMap: textureCube, shading: THREE.FlatShading };
  75. cubeMaterial = new THREE.MeshBasicMaterial( parameters );
  76. singleMaterial = false;
  77. if( singleMaterial ) zmaterial = [ cubeMaterial ];
  78. var geo = new THREE.SphereGeometry( 1, 20, 10 );
  79. var start = Date.now();
  80. renderer.initMaterial( cubeMaterial, scene.__lights, scene.fog );
  81. var xgrid = 14,
  82. ygrid = 9,
  83. zgrid = 14;
  84. nobjects = xgrid * ygrid * zgrid;
  85. c = 0;
  86. //var s = 0.25;
  87. var s = 60;
  88. for ( i = 0; i < xgrid; i ++ )
  89. for ( j = 0; j < ygrid; j ++ )
  90. for ( k = 0; k < zgrid; k ++ ) {
  91. if ( singleMaterial ) {
  92. mesh = new THREE.Mesh( geo, zmaterial );
  93. } else {
  94. materials[ c ] = new THREE.MeshBasicMaterial( parameters );
  95. mesh = new THREE.Mesh( geo, materials[ c ] );
  96. renderer.initMaterial( materials[ c ], scene.__lights, scene.fog, mesh );
  97. }
  98. x = 200 * ( i - xgrid/2 );
  99. y = 200 * ( j - ygrid/2 );
  100. z = 200 * ( k - zgrid/2 );
  101. mesh.position.set( x, y, z );
  102. mesh.scale.set( s, s, s );
  103. mesh.matrixAutoUpdate = false;
  104. mesh.updateMatrix();
  105. scene.add( mesh );
  106. objects.push( mesh );
  107. c ++;
  108. }
  109. //console.log("init time: ", Date.now() - start );
  110. scene.matrixAutoUpdate = false;
  111. initPostprocessing();
  112. renderer.autoClear = false;
  113. renderer.domElement.style.position = 'absolute';
  114. renderer.domElement.style.top = "150px";
  115. renderer.domElement.style.left = "0px";
  116. stats = new Stats();
  117. stats.domElement.style.position = 'absolute';
  118. stats.domElement.style.top = '0px';
  119. container.appendChild( stats.domElement );
  120. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  121. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  122. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  123. var effectController = {
  124. focus: 1.0,
  125. aperture: 0.025,
  126. maxblur: 1.0
  127. };
  128. var matChanger = function( ) {
  129. postprocessing.bokeh_uniforms[ "focus" ].value = effectController.focus;
  130. postprocessing.bokeh_uniforms[ "aperture" ].value = effectController.aperture;
  131. postprocessing.bokeh_uniforms[ "maxblur" ].value = effectController.maxblur;
  132. };
  133. var gui = new DAT.GUI();
  134. gui.add( effectController, "focus", 0.0, 3.0, 0.025 ).onChange( matChanger );
  135. gui.add( effectController, "aperture", 0.001, 0.2, 0.001 ).onChange( matChanger );
  136. gui.add( effectController, "maxblur", 0.0, 3.0, 0.025 ).onChange( matChanger );
  137. gui.close();
  138. }
  139. function onDocumentMouseMove( event ) {
  140. mouseX = event.clientX - windowHalfX;
  141. mouseY = event.clientY - windowHalfY;
  142. }
  143. function onDocumentTouchStart( event ) {
  144. if ( event.touches.length == 1 ) {
  145. event.preventDefault();
  146. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  147. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  148. }
  149. }
  150. function onDocumentTouchMove( event ) {
  151. if ( event.touches.length == 1 ) {
  152. event.preventDefault();
  153. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  154. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  155. }
  156. }
  157. function initPostprocessing() {
  158. postprocessing.scene = new THREE.Scene();
  159. postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  160. postprocessing.camera.position.z = 100;
  161. postprocessing.scene.add( postprocessing.camera );
  162. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  163. postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
  164. postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
  165. var bokeh_shader = THREE.BokehShader;
  166. postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone( bokeh_shader.uniforms );
  167. postprocessing.bokeh_uniforms[ "tColor" ].value = postprocessing.rtTextureColor;
  168. postprocessing.bokeh_uniforms[ "tDepth" ].value = postprocessing.rtTextureDepth;
  169. postprocessing.bokeh_uniforms[ "focus" ].value = 1.1;
  170. postprocessing.bokeh_uniforms[ "aspect" ].value = window.innerWidth / height;
  171. postprocessing.materialBokeh = new THREE.ShaderMaterial( {
  172. uniforms: postprocessing.bokeh_uniforms,
  173. vertexShader: bokeh_shader.vertexShader,
  174. fragmentShader: bokeh_shader.fragmentShader
  175. } );
  176. postprocessing.quad = new THREE.Mesh( new THREE.PlaneGeometry( window.innerWidth, window.innerHeight ), postprocessing.materialBokeh );
  177. postprocessing.quad.position.z = - 500;
  178. postprocessing.scene.add( postprocessing.quad );
  179. }
  180. function animate() {
  181. requestAnimationFrame( animate, renderer.domElement );
  182. render();
  183. stats.update();
  184. }
  185. function render() {
  186. var time = Date.now() * 0.00005;
  187. camera.position.x += ( mouseX - camera.position.x ) * 0.036;
  188. camera.position.y += ( - (mouseY) - camera.position.y ) * 0.036;
  189. camera.lookAt( scene.position );
  190. if ( !singleMaterial ) {
  191. for( i = 0; i < nobjects; i ++ ) {
  192. h = ( 360 * ( i / nobjects + time ) % 360 ) / 360;
  193. materials[ i ].color.setHSV( h, 1, 1 );
  194. }
  195. }
  196. if ( postprocessing.enabled ) {
  197. renderer.clear();
  198. // Render scene into texture
  199. scene.overrideMaterial = null;
  200. renderer.render( scene, camera, postprocessing.rtTextureColor, true );
  201. // Render depth into texture
  202. scene.overrideMaterial = material_depth;
  203. renderer.render( scene, camera, postprocessing.rtTextureDepth, true );
  204. // Render bokeh composite
  205. renderer.render( postprocessing.scene, postprocessing.camera );
  206. } else {
  207. renderer.clear();
  208. renderer.render( scene, camera );
  209. }
  210. }
  211. </script>
  212. </body>
  213. </html>