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webgl_postprocessing_dof2.html 15 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. top: 0px;
  24. position: absolute;
  25. padding: 5px;
  26. width: 500px;
  27. z-index: 5;
  28. left: 50px;
  29. }
  30. </style>
  31. </head>
  32. <!-- TODO
  33. Setup Number Focus Test Plates
  34. Use WEBGL Depth buffer support?
  35. -->
  36. <body>
  37. <script src="../build/three.min.js"></script>
  38. <script src="js/Detector.js"></script>
  39. <script src="js/libs/stats.min.js"></script>
  40. <script src='js/libs/dat.gui.min.js'></script>
  41. <script src="js/modifiers/SubdivisionModifier.js"></script>
  42. <div id="info">
  43. <a href="http://threejs.org" target="_blank">three.js</a> - webgl realistic depth-of-field bokeh example<br/>
  44. shader ported from <a href="http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)">Martins Upitis</a>
  45. </div>
  46. <script src="js/shaders/BokehShader2.js"></script>
  47. <script>
  48. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  49. var container, stats;
  50. var camera, scene, renderer,
  51. material_depth;
  52. var mouseX = 0, mouseY = 0;
  53. var windowHalfX = window.innerWidth / 2;
  54. var windowHalfY = window.innerHeight / 2;
  55. var height = window.innerHeight;
  56. var postprocessing = { enabled : true };
  57. var shaderSettings = {
  58. rings: 3,
  59. samples: 4
  60. };
  61. var projector;
  62. var singleMaterial = false;
  63. var vector = new THREE.Vector3();
  64. var distance = 100;
  65. var target = new THREE.Vector3( 0, 20, -50 );
  66. var effectController;
  67. var planes = [];
  68. var leaves = 100;
  69. init();
  70. animate();
  71. function init() {
  72. container = document.createElement( 'div' );
  73. document.body.appendChild( container );
  74. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / height, 1, 3000 );
  75. camera.position.y = 150;
  76. camera.position.z = 450;
  77. scene = new THREE.Scene();
  78. renderer = new THREE.WebGLRenderer( { antialias: false, clearColor: 0xffffff } );
  79. renderer.setSize( window.innerWidth, height );
  80. container.appendChild( renderer.domElement );
  81. projector = new THREE.Projector();
  82. renderer.sortObjects = false;
  83. material_depth = new THREE.MeshDepthMaterial();
  84. //
  85. object = new THREE.Object3D();
  86. scene.add( object );
  87. var r = "textures/cube/Bridge2/";
  88. var urls = [ r + "posx.jpg", r + "negx.jpg",
  89. r + "posy.jpg", r + "negy.jpg",
  90. r + "posz.jpg", r + "negz.jpg" ];
  91. var textureCube = THREE.ImageUtils.loadTextureCube( urls );
  92. textureCube.format = THREE.RGBFormat;
  93. // Skybox
  94. var shader = THREE.ShaderLib[ "cube" ];
  95. shader.uniforms[ "tCube" ].value = textureCube;
  96. var material = new THREE.ShaderMaterial( {
  97. fragmentShader: shader.fragmentShader,
  98. vertexShader: shader.vertexShader,
  99. uniforms: shader.uniforms,
  100. depthWrite: false,
  101. side: THREE.BackSide
  102. } );
  103. mesh = new THREE.Mesh( new THREE.CubeGeometry( 1000, 1000, 1000 ), material );
  104. scene.add( mesh );
  105. // Focusing Floor
  106. // var planeGeometry = new THREE.PlaneGeometry( 500, 500, 1, 1 );
  107. // var planeMat = new THREE.MeshPhongMaterial(
  108. // { map: texture }
  109. // );
  110. // var plane = new THREE.Mesh(planeGeometry, planeMat );
  111. // plane.rotation.x = - Math.PI / 2;
  112. // plane.position.y = - 5;
  113. // scene.add(plane);
  114. // Plane particles
  115. var planePiece = new THREE.PlaneGeometry( 10, 10, 1, 1 );
  116. var planeMat = new THREE.MeshPhongMaterial( {
  117. color: 0xffffff * 0.4,
  118. shininess: 0.5,
  119. specular: 0xffffff ,
  120. envMap: textureCube,
  121. side: THREE.DoubleSide } );
  122. var rand = Math.random;
  123. for (i=0;i<leaves;i++) {
  124. plane = new THREE.Mesh(planePiece, planeMat);
  125. plane.rotation.set(rand(), rand(), rand());
  126. plane.rotation.dx = rand() * 0.1;
  127. plane.rotation.dy = rand() * 0.1;
  128. plane.rotation.dz = rand() * 0.1;
  129. plane.position.set(rand() * 150, 0 + rand() * 300, rand() * 150);
  130. plane.position.dx = (rand() - 0.5 );
  131. plane.position.dz = (rand() - 0.5 );
  132. scene.add(plane);
  133. planes.push(plane);
  134. }
  135. // Adding Monkeys
  136. var loader2 = new THREE.JSONLoader();
  137. var modifier = new THREE.SubdivisionModifier( 1 );
  138. loader2.load( 'obj/Suzanne.js', function ( geometry ) {
  139. var smooth = geometry;
  140. smooth.mergeVertices();
  141. modifier.modify( smooth );
  142. smooth.computeCentroids();
  143. smooth.computeFaceNormals();
  144. smooth.computeVertexNormals();
  145. var material = new THREE.MeshPhongMaterial( {
  146. color: 0xffffff,
  147. specular:0xffffff,
  148. envMap: textureCube,
  149. combine: THREE.MultiplyOperation,
  150. shininess: 50,
  151. reflectivity: 1.0
  152. });
  153. var mesh;
  154. var monkeys = 20;
  155. for ( var i = 0; i < monkeys; i ++ ) {
  156. var mesh = new THREE.Mesh( geometry, material );
  157. mesh.scale.multiplyScalar(30);
  158. mesh.position.z = Math.cos(i / monkeys * Math.PI * 2) * 200;
  159. mesh.position.y = Math.sin(i / monkeys * Math.PI * 3) * 20;
  160. mesh.position.x = Math.sin(i / monkeys * Math.PI * 2) * 200;
  161. mesh.rotation.x = Math.PI / 2;
  162. mesh.rotation.z = -i / monkeys * Math.PI * 2;
  163. object.add( mesh );
  164. }
  165. } );
  166. // Add Balls
  167. var geometry = new THREE.SphereGeometry( 1, 20, 20 );
  168. for ( var i = 0; i < 20; i ++ ) {
  169. // MeshPhongMaterial
  170. var ballmaterial = new THREE.MeshPhongMaterial( {
  171. color: 0xffffff * Math.random(),
  172. shininess: 0.5,
  173. specular: 0xffffff ,
  174. envMap: textureCube } );
  175. var mesh = new THREE.Mesh( geometry, ballmaterial );
  176. mesh.position.set(
  177. (Math.random() - 0.5) * 200,
  178. Math.random() * 50,
  179. (Math.random() - 0.5) * 200
  180. );
  181. mesh.scale.multiplyScalar(10);
  182. object.add( mesh );
  183. }
  184. // Lights
  185. // scene.add( new THREE.AmbientLight( 0xffffff ) );
  186. // light = new THREE.DirectionalLight( 0xffffff );
  187. // light.position.set( 1, 1, 1 );
  188. // scene.add( light );
  189. scene.add( new THREE.AmbientLight( 0x222222 ) );
  190. directionalLight = new THREE.DirectionalLight( 0xffffff, 2 );
  191. directionalLight.position.set( 2, 1.2, 10 ).normalize();
  192. scene.add( directionalLight );
  193. directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
  194. directionalLight.position.set( -2, 1.2, -10 ).normalize();
  195. scene.add( directionalLight );
  196. initPostprocessing();
  197. renderer.autoClear = false;
  198. renderer.domElement.style.position = 'absolute';
  199. renderer.domElement.style.left = "0px";
  200. stats = new Stats();
  201. stats.domElement.style.position = 'absolute';
  202. stats.domElement.style.top = '0px';
  203. container.appendChild( stats.domElement );
  204. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  205. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  206. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  207. effectController = {
  208. enabled: true,
  209. jsDepthCalculation: true,
  210. shaderFocus: false,
  211. fstop: 2.2,
  212. maxblur: 1.0,
  213. showFocus: false,
  214. focalDepth: 2.8,
  215. manualdof: false,
  216. vignetting: false,
  217. depthblur: false,
  218. threshold: 0.5,
  219. gain: 2.0,
  220. bias: 0.5,
  221. fringe: 0.7,
  222. focalLength: 35,
  223. noise: true,
  224. pentagon: false,
  225. dithering: 0.0001
  226. };
  227. var matChanger = function( ) {
  228. for (var e in effectController) {
  229. if (e in postprocessing.bokeh_uniforms)
  230. postprocessing.bokeh_uniforms[ e ].value = effectController[ e ];
  231. }
  232. postprocessing.enabled = effectController.enabled;
  233. postprocessing.bokeh_uniforms[ 'znear' ].value = camera.near;
  234. postprocessing.bokeh_uniforms[ 'zfar' ].value = camera.far;
  235. camera.setLens(effectController.focalLength);
  236. };
  237. var gui = new dat.GUI();
  238. gui.add( effectController, "enabled" ).onChange( matChanger );
  239. gui.add( effectController, "jsDepthCalculation" ).onChange( matChanger );
  240. gui.add( effectController, "shaderFocus" ).onChange( matChanger );
  241. gui.add( effectController, "focalDepth", 0.0, 200.0 ).listen().onChange( matChanger );
  242. gui.add( effectController, "fstop", 0.1, 22, 0.001 ).onChange( matChanger );
  243. gui.add( effectController, "maxblur", 0.0, 5.0, 0.025 ).onChange( matChanger );
  244. gui.add( effectController, "showFocus" ).onChange( matChanger );
  245. gui.add( effectController, "manualdof" ).onChange( matChanger );
  246. gui.add( effectController, "vignetting" ).onChange( matChanger );
  247. gui.add( effectController, "depthblur" ).onChange( matChanger );
  248. gui.add( effectController, "threshold", 0, 1, 0.001 ).onChange( matChanger );
  249. gui.add( effectController, "gain", 0, 100, 0.001 ).onChange( matChanger );
  250. gui.add( effectController, "bias", 0,3, 0.001 ).onChange( matChanger );
  251. gui.add( effectController, "fringe", 0, 5, 0.001 ).onChange( matChanger );
  252. gui.add( effectController, "focalLength", 16, 80, 0.001 ).onChange( matChanger )
  253. gui.add( effectController, "noise" ).onChange( matChanger );
  254. gui.add( effectController, "dithering", 0, 0.001, 0.0001 ).onChange( matChanger );
  255. gui.add( effectController, "pentagon" ).onChange( matChanger );
  256. gui.add( shaderSettings, "rings", 1, 8).step(1).onChange( shaderUpdate );
  257. gui.add( shaderSettings, "samples", 1, 13).step(1).onChange( shaderUpdate );
  258. matChanger();
  259. window.addEventListener( 'resize', onWindowResize, false );
  260. }
  261. function onWindowResize() {
  262. camera.aspect = window.innerWidth / window.innerHeight;
  263. camera.updateProjectionMatrix();
  264. renderer.setSize( window.innerWidth, window.innerHeight );
  265. }
  266. function onDocumentMouseMove( event ) {
  267. mouseX = event.clientX - windowHalfX;
  268. mouseY = event.clientY - windowHalfY;
  269. postprocessing.bokeh_uniforms[ 'focusCoords' ].value.set(event.clientX / window.innerWidth, 1-event.clientY / window.innerHeight);
  270. }
  271. function onDocumentTouchStart( event ) {
  272. if ( event.touches.length == 1 ) {
  273. event.preventDefault();
  274. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  275. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  276. }
  277. }
  278. function onDocumentTouchMove( event ) {
  279. if ( event.touches.length == 1 ) {
  280. event.preventDefault();
  281. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  282. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  283. }
  284. }
  285. function initPostprocessing() {
  286. postprocessing.scene = new THREE.Scene();
  287. postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  288. postprocessing.camera.position.z = 100;
  289. postprocessing.scene.add( postprocessing.camera );
  290. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  291. postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
  292. postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
  293. var fragmentShader = THREE.BokehShader.generate(shaderSettings.rings, shaderSettings.samples);
  294. var bokeh_shader = THREE.BokehShader;
  295. postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone( bokeh_shader.uniforms );
  296. postprocessing.bokeh_uniforms[ "tColor" ].value = postprocessing.rtTextureColor;
  297. postprocessing.bokeh_uniforms[ "tDepth" ].value = postprocessing.rtTextureDepth;
  298. postprocessing.bokeh_uniforms[ "textureWidth" ].value = window.innerWidth;
  299. postprocessing.bokeh_uniforms[ "textureHeight" ].value = height;
  300. postprocessing.materialBokeh = new THREE.ShaderMaterial( {
  301. uniforms: postprocessing.bokeh_uniforms,
  302. vertexShader: bokeh_shader.vertexShader,
  303. fragmentShader: fragmentShader
  304. } );
  305. postprocessing.quad = new THREE.Mesh( new THREE.PlaneGeometry( window.innerWidth, window.innerHeight ), postprocessing.materialBokeh );
  306. postprocessing.quad.position.z = - 500;
  307. postprocessing.scene.add( postprocessing.quad );
  308. }
  309. function shaderUpdate() {
  310. var fragmentShader = THREE.BokehShader.generate(shaderSettings.rings, shaderSettings.samples);
  311. postprocessing.materialBokeh.fragmentShader = fragmentShader;
  312. postprocessing.materialBokeh.needsUpdate = true;
  313. }
  314. function animate() {
  315. requestAnimationFrame( animate, renderer.domElement );
  316. render();
  317. stats.update();
  318. }
  319. function linearize(depth) {
  320. var zfar = camera.far;
  321. var znear = camera.near;
  322. return -zfar * znear / (depth * (zfar - znear) - zfar);
  323. }
  324. function smoothstep(near, far, depth) {
  325. var x = saturate( (depth - near) / (far - near));
  326. return x * x * (3- 2*x);
  327. }
  328. function saturate(x) {
  329. return Math.max(0, Math.min(1, x));
  330. }
  331. function render() {
  332. var time = Date.now() * 0.00015;
  333. camera.position.x = Math.cos(time) * 400;
  334. camera.position.z = Math.sin(time) * 500;
  335. camera.position.y = Math.sin(time / 1.4) * 100;
  336. camera.lookAt( target );
  337. vector.set( mouseX / windowHalfX, -mouseY / windowHalfY, 1 );
  338. if (effectController.jsDepthCalculation) {
  339. projector.unprojectVector( vector, camera );
  340. var raycaster = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
  341. var intersects = raycaster.intersectObjects( scene.children, true );
  342. if ( intersects.length > 0 ) {
  343. var targetDistance = intersects[ 0 ].distance;
  344. distance += (targetDistance - distance) * 0.03;
  345. var sdistance = smoothstep(camera.near, camera.far, distance);
  346. var ldistance = linearize(1 - sdistance);
  347. // (Math.random() < 0.1) && console.log('moo', targetDistance, distance, ldistance);
  348. postprocessing.bokeh_uniforms[ 'focalDepth' ].value = ldistance;
  349. effectController['focalDepth'] = ldistance;
  350. }
  351. }
  352. for (i=0;i<leaves;i++) {
  353. plane = planes[i];
  354. plane.rotation.x += plane.rotation.dx;
  355. plane.rotation.y += plane.rotation.dy;
  356. plane.rotation.z += plane.rotation.dz;
  357. plane.position.y -= 2;
  358. plane.position.x += plane.position.dx;
  359. plane.position.z += plane.position.dz;
  360. if (plane.position.y < 0) plane.position.y += 300;
  361. }
  362. if ( postprocessing.enabled ) {
  363. renderer.clear();
  364. // Render scene into texture
  365. scene.overrideMaterial = null;
  366. renderer.render( scene, camera, postprocessing.rtTextureColor, true );
  367. // Render depth into texture
  368. scene.overrideMaterial = material_depth;
  369. renderer.render( scene, camera, postprocessing.rtTextureDepth, true );
  370. // Render bokeh composite
  371. renderer.render( postprocessing.scene, postprocessing.camera );
  372. } else {
  373. scene.overrideMaterial = null;
  374. renderer.clear();
  375. renderer.render( scene, camera );
  376. }
  377. }
  378. </script>
  379. </body>
  380. </html>