webgl_postprocessing_dof.html 8.5 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.js"></script>
  32. <script src="js/Detector.js"></script>
  33. <script src="js/RequestAnimationFrame.js"></script>
  34. <script src="js/ShaderExtras.js"></script>
  35. <script src="js/Stats.js"></script>
  36. <link href="js/gui/gui.css" media="screen" rel="stylesheet" type="text/css" />
  37. <script src="js/gui/gui.min.js"></script>
  38. <div id="info">
  39. <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl depth-of-field with bokeh example -
  40. shader by <a href="http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html">Martins Upitis</a>
  41. </div>
  42. <script>
  43. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  44. var container, stats;
  45. var camera, scene, renderer,
  46. materials = [], objects = [],
  47. singleMaterial, zmaterial = [],
  48. parameters, i, j, k, h, color, x, y, z, s, n, nobjects,
  49. material_depth, cubeMaterial;
  50. var mouseX = 0, mouseY = 0;
  51. var windowHalfX = window.innerWidth / 2;
  52. var windowHalfY = window.innerHeight / 2;
  53. var height = window.innerHeight - 300;
  54. var postprocessing = { enabled : true };
  55. init();
  56. animate();
  57. function init() {
  58. container = document.createElement( 'div' );
  59. document.body.appendChild( container );
  60. camera = new THREE.Camera( 70, window.innerWidth / height, 1, 3000 );
  61. camera.position.z = 200;
  62. camera.useTarget = true;
  63. scene = new THREE.Scene();
  64. renderer = new THREE.WebGLRenderer( { antialias: false } );
  65. renderer.setSize( window.innerWidth, height );
  66. container.appendChild( renderer.domElement );
  67. renderer.sortObjects = false;
  68. material_depth = new THREE.MeshDepthMaterial();
  69. var path = "textures/cube/SwedishRoyalCastle/";
  70. var format = '.jpg';
  71. var urls = [
  72. path + 'px' + format, path + 'nx' + format,
  73. path + 'py' + format, path + 'ny' + format,
  74. path + 'pz' + format, path + 'nz' + format
  75. ];
  76. var textureCube = THREE.ImageUtils.loadTextureCube( urls );
  77. parameters = { color: 0xff1100, envMap: textureCube, shading: THREE.FlatShading };
  78. cubeMaterial = new THREE.MeshBasicMaterial( parameters );
  79. singleMaterial = false;
  80. if( singleMaterial ) zmaterial = [ cubeMaterial ];
  81. //var geo = new THREE.CubeGeometry( 1, 1, 1 );
  82. //var geo = new THREE.IcosahedronGeometry( 2 );
  83. var geo = new THREE.SphereGeometry( 1, 20, 10 );
  84. var start = new Date().getTime();
  85. renderer.initMaterial( cubeMaterial, scene.lights, scene.fog );
  86. var xgrid = 14,
  87. ygrid = 9,
  88. zgrid = 14;
  89. nobjects = xgrid * ygrid * zgrid;
  90. c = 0;
  91. //var s = 0.25;
  92. var s = 60;
  93. for ( i = 0; i < xgrid; i++ )
  94. for ( j = 0; j < ygrid; j++ )
  95. for ( k = 0; k < zgrid; k++ ) {
  96. if ( singleMaterial ) {
  97. mesh = new THREE.Mesh( geo, zmaterial );
  98. } else {
  99. materials[ c ] = new THREE.MeshBasicMaterial( parameters );
  100. mesh = new THREE.Mesh( geo, materials[ c ] );
  101. renderer.initMaterial( materials[ c ], scene.lights, scene.fog, mesh );
  102. }
  103. x = 200 * ( i - xgrid/2 );
  104. y = 200 * ( j - ygrid/2 );
  105. z = 200 * ( k - zgrid/2 );
  106. mesh.position.set( x, y, z );
  107. mesh.scale.set( s, s, s );
  108. mesh.matrixAutoUpdate = false;
  109. mesh.updateMatrix();
  110. scene.add( mesh );
  111. objects.push( mesh );
  112. c++;
  113. }
  114. //console.log("init time: ", new Date().getTime() - start );
  115. scene.matrixAutoUpdate = false;
  116. initPostprocessing();
  117. renderer.autoClear = false;
  118. renderer.domElement.style.position = 'absolute';
  119. renderer.domElement.style.top = "150px";
  120. renderer.domElement.style.left = "0px";
  121. stats = new Stats();
  122. stats.domElement.style.position = 'absolute';
  123. stats.domElement.style.top = '0px';
  124. container.appendChild( stats.domElement );
  125. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  126. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  127. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  128. var effectController = {
  129. focus: 1.0,
  130. aperture: 0.025,
  131. maxblur: 1.0
  132. };
  133. var matChanger = function( ) {
  134. postprocessing.bokeh_uniforms[ "focus" ].value = effectController.focus;
  135. postprocessing.bokeh_uniforms[ "aperture" ].value = effectController.aperture;
  136. postprocessing.bokeh_uniforms[ "maxblur" ].value = effectController.maxblur;
  137. };
  138. var gui = new GUI();
  139. gui.add( effectController, "focus", 0.0, 3.0, 0.025 ).onChange( matChanger );
  140. gui.add( effectController, "aperture", 0.001, 0.2, 0.001 ).onChange( matChanger );
  141. gui.add( effectController, "maxblur", 0.0, 3.0, 0.025 ).onChange( matChanger );
  142. }
  143. function onDocumentMouseMove( event ) {
  144. mouseX = event.clientX - windowHalfX;
  145. mouseY = event.clientY - windowHalfY;
  146. }
  147. function onDocumentTouchStart( event ) {
  148. if ( event.touches.length == 1 ) {
  149. event.preventDefault();
  150. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  151. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  152. }
  153. }
  154. function onDocumentTouchMove( event ) {
  155. if ( event.touches.length == 1 ) {
  156. event.preventDefault();
  157. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  158. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  159. }
  160. }
  161. function initPostprocessing() {
  162. postprocessing.scene = new THREE.Scene();
  163. postprocessing.camera = new THREE.OrthoCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  164. postprocessing.camera.position.z = 100;
  165. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  166. postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
  167. postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
  168. var bokeh_shader = THREE.ShaderExtras[ "bokeh" ];
  169. postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone( bokeh_shader.uniforms );
  170. postprocessing.bokeh_uniforms[ "tColor" ].texture = postprocessing.rtTextureColor;
  171. postprocessing.bokeh_uniforms[ "tDepth" ].texture = postprocessing.rtTextureDepth;
  172. postprocessing.bokeh_uniforms[ "focus" ].value = 1.1;
  173. postprocessing.bokeh_uniforms[ "aspect" ].value = window.innerWidth / height;
  174. postprocessing.materialBokeh = new THREE.ShaderMaterial( {
  175. uniforms: postprocessing.bokeh_uniforms,
  176. vertexShader: bokeh_shader.vertexShader,
  177. fragmentShader: bokeh_shader.fragmentShader
  178. } );
  179. postprocessing.quad = new THREE.Mesh( new THREE.PlaneGeometry( window.innerWidth, window.innerHeight ), postprocessing.materialBokeh );
  180. postprocessing.quad.position.z = - 500;
  181. postprocessing.scene.add( postprocessing.quad );
  182. }
  183. function animate() {
  184. requestAnimationFrame( animate, renderer.domElement );
  185. render();
  186. stats.update();
  187. }
  188. function render() {
  189. var time = new Date().getTime() * 0.00005;
  190. camera.position.x += ( mouseX - camera.position.x ) * 0.036;
  191. camera.position.y += ( - (mouseY) - camera.position.y ) * 0.036;
  192. if ( !singleMaterial ) {
  193. for( i = 0; i < nobjects; i++ ) {
  194. h = ( 360 * ( i/nobjects + time ) % 360 ) / 360;
  195. //materials[ i ].color.setHSV( h, 0.5 + 0.5 * ( i % 20 / 20 ), 1 );
  196. materials[ i ].color.setHSV( h, 1, 1 );
  197. }
  198. }
  199. if ( postprocessing.enabled ) {
  200. renderer.clear();
  201. // Render scene into texture
  202. scene.overrideMaterial = null;
  203. renderer.render( scene, camera, postprocessing.rtTextureColor, true );
  204. // Render depth into texture
  205. scene.overrideMaterial = material_depth;
  206. renderer.render( scene, camera, postprocessing.rtTextureDepth, true );
  207. // Render bokeh composite
  208. renderer.render( postprocessing.scene, postprocessing.camera );
  209. } else {
  210. renderer.clear();
  211. renderer.render( scene, camera );
  212. }
  213. }
  214. </script>
  215. </body>
  216. </html>