webgl_postprocessing_dof.html 8.7 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. <style type="text/css">
  7. body {
  8. background-color: #000000;
  9. margin: 0px;
  10. overflow: hidden;
  11. font-family:Monospace;
  12. font-size:13px;
  13. text-align:center;
  14. font-weight: bold;
  15. text-align:center;
  16. }
  17. a {
  18. color:#0078ff;
  19. }
  20. #info {
  21. color:#fff;
  22. position: absolute;
  23. top: 0px; width: 100%;
  24. padding: 5px;
  25. z-index:100;
  26. }
  27. </style>
  28. </head>
  29. <body>
  30. <script type="text/javascript" src="../build/Three.js"></script>
  31. <script type="text/javascript" src="js/Detector.js"></script>
  32. <script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
  33. <script type="text/javascript" src="js/ShaderExtras.js"></script>
  34. <script type="text/javascript" src="js/Stats.js"></script>
  35. <link href="js/gui/gui.css" media="screen" rel="stylesheet" type="text/css" />
  36. <script type="text/javascript" src="js/gui/gui.min.js"></script>
  37. <div id="info">
  38. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl depth-of-field with bokeh example -
  39. shader by <a href="http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html">Martins Upitis</a>
  40. </div>
  41. <script type="text/javascript">
  42. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  43. var container, stats;
  44. var camera, scene, renderer,
  45. materials = [], objects = [],
  46. singleMaterial, zmaterial = [],
  47. parameters, i, j, k, h, color, x, y, z, s, n, nobjects,
  48. material_depth, material_base, cubeMaterial;
  49. var mouseX = 0, mouseY = 0;
  50. var windowHalfX = window.innerWidth / 2;
  51. var windowHalfY = window.innerHeight / 2;
  52. var height = window.innerHeight - 300;
  53. var postprocessing = { enabled : true };
  54. init();
  55. animate();
  56. function init() {
  57. container = document.createElement( 'div' );
  58. document.body.appendChild( container );
  59. camera = new THREE.Camera( 70, window.innerWidth / height, 1, 3000 );
  60. camera.position.z = 200;
  61. scene = new THREE.Scene();
  62. /*
  63. var light = new THREE.DirectionalLight( 0xffffff );
  64. light.position.set( 0, 0.5, 1 );
  65. light.position.normalize();
  66. scene.addLight( light );
  67. */
  68. renderer = new THREE.WebGLRenderer( { antialias: false } );
  69. renderer.setSize( window.innerWidth, height );
  70. container.appendChild( renderer.domElement );
  71. material_depth = new THREE.MeshDepthMaterial();
  72. var path = "textures/cube/SwedishRoyalCastle/";
  73. var format = '.jpg';
  74. var urls = [
  75. path + 'px' + format, path + 'nx' + format,
  76. path + 'py' + format, path + 'ny' + format,
  77. path + 'pz' + format, path + 'nz' + format
  78. ];
  79. var textureCube = ImageUtils.loadTextureCube( urls );
  80. parameters = { color: 0xff1100, envMap: textureCube, shading: THREE.FlatShading };
  81. //parameters = { color: 0xff1100, shading: THREE.FlatShading };
  82. cubeMaterial = new THREE.MeshBasicMaterial( parameters );
  83. singleMaterial = false;
  84. if( singleMaterial ) zmaterial = [ cubeMaterial ];
  85. //var geo = new Cube( 1, 1, 1 );
  86. var geo = new Sphere( 1, 20, 10 );
  87. //var geo = new Icosahedron( 2 );
  88. material_base = cubeMaterial;
  89. renderer.initMaterial( material_base, scene.lights, scene.fog );
  90. var xgrid = 14,
  91. ygrid = 9,
  92. zgrid = 14;
  93. nobjects = xgrid * ygrid * zgrid;
  94. c = 0;
  95. //var s = 0.25;
  96. var s = 60;
  97. for ( i = 0; i < xgrid; i++ )
  98. for ( j = 0; j < ygrid; j++ )
  99. for ( k = 0; k < zgrid; k++ ) {
  100. materials[c] = new THREE.MeshBasicMaterial( parameters );
  101. materials[c].program = material_base.program;
  102. if ( singleMaterial )
  103. mesh = new THREE.Mesh( geo, zmaterial );
  104. else
  105. mesh = new THREE.Mesh( geo, materials[c] );
  106. x = 200 * ( i - xgrid/2 );
  107. y = 200 * ( j - ygrid/2 );
  108. z = 200 * ( k - zgrid/2 );
  109. mesh.position.set( x, y, z );
  110. mesh.scale.set( s, s, s );
  111. mesh.matrixAutoUpdate = false;
  112. mesh.updateMatrix();
  113. scene.addObject( mesh );
  114. objects.push( mesh );
  115. c++;
  116. }
  117. scene.matrixAutoUpdate = false;
  118. initPostprocessing();
  119. renderer.autoClear = false;
  120. renderer.domElement.style.position = 'absolute';
  121. renderer.domElement.style.top = "150px";
  122. renderer.domElement.style.left = "0px";
  123. stats = new Stats();
  124. stats.domElement.style.position = 'absolute';
  125. stats.domElement.style.top = '0px';
  126. //container.appendChild( stats.domElement );
  127. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  128. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  129. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  130. var effectController = {
  131. focus: 1.0,
  132. aperture: 0.025,
  133. maxblur: 1.0
  134. };
  135. var matChanger = function( ) {
  136. postprocessing.bokeh_uniforms["focus"].value = effectController.focus;
  137. postprocessing.bokeh_uniforms["aperture"].value = effectController.aperture;
  138. postprocessing.bokeh_uniforms["maxblur"].value = effectController.maxblur;
  139. };
  140. var gui = new GUI();
  141. gui.add( effectController, "focus", 0.0, 3.0, 0.025 ).onChange( matChanger );
  142. gui.add( effectController, "aperture", 0.001, 0.2, 0.001 ).onChange( matChanger );
  143. gui.add( effectController, "maxblur", 0.0, 3.0, 0.025 ).onChange( matChanger );
  144. }
  145. function onDocumentMouseMove( event ) {
  146. mouseX = event.clientX - windowHalfX;
  147. mouseY = event.clientY - windowHalfY;
  148. }
  149. function onDocumentTouchStart( event ) {
  150. if ( event.touches.length == 1 ) {
  151. event.preventDefault();
  152. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  153. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  154. }
  155. }
  156. function onDocumentTouchMove( event ) {
  157. if ( event.touches.length == 1 ) {
  158. event.preventDefault();
  159. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  160. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  161. }
  162. }
  163. function initPostprocessing() {
  164. postprocessing.scene = new THREE.Scene();
  165. postprocessing.camera = new THREE.Camera();
  166. postprocessing.camera.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  167. postprocessing.camera.position.z = 100;
  168. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter };
  169. postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
  170. postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
  171. var bokeh_shader = ShaderExtras["bokeh"];
  172. postprocessing.bokeh_uniforms = Uniforms.clone( bokeh_shader.uniforms );
  173. postprocessing.bokeh_uniforms["tColor"].texture = postprocessing.rtTextureColor;
  174. postprocessing.bokeh_uniforms["tDepth"].texture = postprocessing.rtTextureDepth;
  175. postprocessing.bokeh_uniforms["focus"].value = 1.1;
  176. postprocessing.bokeh_uniforms["aspect"].value = window.innerWidth / height;
  177. postprocessing.materialBokeh = new THREE.MeshShaderMaterial( {
  178. uniforms: postprocessing.bokeh_uniforms,
  179. vertexShader: bokeh_shader.vertexShader,
  180. fragmentShader: bokeh_shader.fragmentShader
  181. } );
  182. postprocessing.quad = new THREE.Mesh( new Plane( window.innerWidth, window.innerHeight ), postprocessing.materialBokeh );
  183. postprocessing.quad.position.z = -500;
  184. postprocessing.scene.addObject( postprocessing.quad );
  185. }
  186. function animate() {
  187. requestAnimationFrame( animate, renderer.domElement );
  188. render();
  189. stats.update();
  190. }
  191. function render() {
  192. var time = new Date().getTime() * 0.00005;
  193. camera.position.x += ( mouseX - camera.position.x ) * 0.036;
  194. camera.position.y += ( - (mouseY) - camera.position.y ) * 0.036;
  195. for( i = 0; i < nobjects; i++ ) {
  196. h = ( 360 * ( i/nobjects + time ) % 360 ) / 360;
  197. //materials[i].color.setHSV( h, 0.5 + 0.5 * ( i % 20 / 20 ), 1 );
  198. materials[i].color.setHSV( h, 1, 1 );
  199. }
  200. if ( postprocessing.enabled ) {
  201. renderer.clear();
  202. // Render scene into texture
  203. if ( singleMaterial )
  204. zmaterial[0] = cubeMaterial;
  205. else
  206. for( i = 0; i < nobjects; i++ ) objects[i].materials = [ materials[i] ];
  207. renderer.render( scene, camera, postprocessing.rtTextureColor, true );
  208. // Render depth into texture
  209. if ( singleMaterial )
  210. zmaterial[0] = material_depth;
  211. else
  212. for( i = 0; i < nobjects; i++ ) objects[i].materials = [ material_depth ];
  213. renderer.render( scene, camera, postprocessing.rtTextureDepth, true );
  214. // Render bokeh composite
  215. renderer.render( postprocessing.scene, postprocessing.camera );
  216. } else {
  217. renderer.clear();
  218. renderer.render( scene, camera );
  219. }
  220. }
  221. </script>
  222. </body>
  223. </html>