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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl-camera cinematic</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- body {
- font-family: Monospace;
- background-color: #f0f0f0;
- margin: 0px;
- overflow: hidden;
- }
- </style>
- </head>
- <body>
- <script src="../build/three.js"></script>
- <script src="js/shaders/BokehShader2.js"></script>
- <script src="js/cameras/CinematicCamera.js"></script>
- <script src="js/libs/stats.min.js"></script>
- <script src='js/libs/dat.gui.min.js'></script>
- <script>
- var container, stats;
- var camera, scene, raycaster, renderer;
- var mouse = new THREE.Vector2(), INTERSECTED;
- var radius = 100, theta = 0;
- init();
- animate();
- function init() {
- container = document.createElement( 'div' );
- document.body.appendChild( container );
- var info = document.createElement( 'div' );
- info.style.position = 'absolute';
- info.style.top = '10px';
- info.style.width = '100%';
- info.style.textAlign = 'center';
- info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js</a> webgl - interactive cubes';
- container.appendChild( info );
- camera = new THREE.CinematicCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
- camera.setLens(5);
- camera.position.set(2, 1, 500);
- scene = new THREE.Scene();
- scene.add( new THREE.AmbientLight( 0xffffff, 0.3 ) );
- var light = new THREE.DirectionalLight( 0xffffff, 0.35 );
- light.position.set( 1, 1, 1 ).normalize();
- scene.add( light );
- var geometry = new THREE.BoxGeometry( 20, 20, 20 );
- for ( var i = 0; i < 1500; i ++ ) {
- var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
- object.position.x = Math.random() * 800 - 400;
- object.position.y = Math.random() * 800 - 400;
- object.position.z = Math.random() * 800 - 400;
- scene.add( object );
- }
- raycaster = new THREE.Raycaster();
- renderer = new THREE.WebGLRenderer({antialias:true});
- renderer.setClearColor( 0xf0f0f0 );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.sortObjects = false;
- container.appendChild(renderer.domElement);
- stats = new Stats();
- container.appendChild( stats.dom );
- document.addEventListener( 'mousemove', onDocumentMouseMove, false );
-
- window.addEventListener( 'resize', onWindowResize, false );
- var effectController = {
- focalLength: 15,
- // jsDepthCalculation: true,
- // shaderFocus: false,
- //
- fstop: 2.8,
- // maxblur: 1.0,
- //
- showFocus: false,
- focalDepth: 3,
- // manualdof: false,
- // vignetting: false,
- // depthblur: false,
- //
- // threshold: 0.5,
- // gain: 2.0,
- // bias: 0.5,
- // fringe: 0.7,
- //
- // focalLength: 35,
- // noise: true,
- // pentagon: false,
- //
- // dithering: 0.0001
- };
- var matChanger = function( ) {
- for (var e in effectController) {
- if (e in camera.postprocessing.bokeh_uniforms)
- camera.postprocessing.bokeh_uniforms[ e ].value = effectController[ e ];
- }
- camera.postprocessing.bokeh_uniforms[ 'znear' ].value = camera.near;
- camera.postprocessing.bokeh_uniforms[ 'zfar' ].value = camera.far;
- camera.setLens(effectController.focalLength, camera.frameHeight ,effectController.fstop, camera.coc);
- effectController['focalDepth'] = camera.postprocessing.bokeh_uniforms["focalDepth"].value;
- };
- var gui = new dat.GUI();
- gui.add( effectController, "focalLength", 1, 135, 0.01 ).onChange( matChanger );
- gui.add( effectController, "fstop", 1.8, 22, 0.01 ).onChange( matChanger );
- gui.add( effectController, "focalDepth", 0.1, 100, 0.001 ).onChange( matChanger );
- gui.add( effectController, "showFocus", true ).onChange( matChanger );
- matChanger();
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function onDocumentMouseMove( event ) {
- event.preventDefault();
- mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
- mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
- }
- function animate() {
- requestAnimationFrame( animate, renderer.domElement );
- render();
- stats.update();
- }
- function render() {
- theta += 0.1;
- camera.position.x = radius * Math.sin( THREE.Math.degToRad( theta ) );
- camera.position.y = radius * Math.sin( THREE.Math.degToRad( theta ) );
- camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) );
- camera.lookAt( scene.position );
- camera.updateMatrixWorld();
- // find intersections
- raycaster.setFromCamera( mouse, camera );
- var intersects = raycaster.intersectObjects( scene.children );
- if ( intersects.length > 0 ) {
- var targetDistance = intersects[ 0 ].distance;
-
- //Using Cinematic camera focusAt method
- camera.focusAt(targetDistance);
- if ( INTERSECTED != intersects[ 0 ].object ) {
- if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
- INTERSECTED = intersects[ 0 ].object;
- INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
- INTERSECTED.material.emissive.setHex( 0xff0000 );
- }
- } else {
- if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
- INTERSECTED = null;
- }
- if(camera.postprocessing.enabled){
- //rendering Cinematic Camera effects
- camera.renderCinematic(scene, renderer);
- }
- else {
- scene.overrideMaterial = null;
- renderer.clear();
- renderer.render( scene, camera );
- }
- }
- </script>
- </body>
- </html>
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