webgl_postprocessing_dof2.html 14 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl realistic depth-of-field bokeh example<br/>
  12. shader ported from <a href="http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)">Martins Upitis</a>
  13. </div>
  14. <script type="module">
  15. import {
  16. AmbientLight,
  17. BackSide,
  18. BoxBufferGeometry,
  19. BufferGeometryLoader,
  20. CubeTextureLoader,
  21. DirectionalLight,
  22. DoubleSide,
  23. LinearFilter,
  24. Mesh,
  25. MeshPhongMaterial,
  26. OrthographicCamera,
  27. PerspectiveCamera,
  28. PlaneBufferGeometry,
  29. Raycaster,
  30. RGBFormat,
  31. Scene,
  32. ShaderLib,
  33. ShaderMaterial,
  34. SphereBufferGeometry,
  35. UniformsUtils,
  36. Vector2,
  37. Vector3,
  38. WebGLRenderer,
  39. WebGLRenderTarget
  40. } from "../build/three.module.js";
  41. import Stats from './jsm/libs/stats.module.js';
  42. import { GUI } from './jsm/libs/dat.gui.module.js';
  43. import { BokehShader, BokehDepthShader } from './jsm/shaders/BokehShader2.js';
  44. var container, stats;
  45. var camera, scene, renderer, materialDepth;
  46. var windowHalfX = window.innerWidth / 2;
  47. var windowHalfY = window.innerHeight / 2;
  48. var postprocessing = { enabled: true };
  49. var shaderSettings = {
  50. rings: 3,
  51. samples: 4
  52. };
  53. var mouse = new Vector2();
  54. var raycaster = new Raycaster();
  55. var distance = 100;
  56. var target = new Vector3( 0, 20, - 50 );
  57. var effectController;
  58. var planes = [];
  59. var leaves = 100;
  60. init();
  61. animate();
  62. function init() {
  63. container = document.createElement( 'div' );
  64. document.body.appendChild( container );
  65. camera = new PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 3000 );
  66. camera.position.y = 150;
  67. camera.position.z = 450;
  68. scene = new Scene();
  69. scene.add( camera );
  70. renderer = new WebGLRenderer();
  71. renderer.setPixelRatio( window.devicePixelRatio );
  72. renderer.setSize( window.innerWidth, window.innerHeight );
  73. renderer.autoClear = false;
  74. container.appendChild( renderer.domElement );
  75. var depthShader = BokehDepthShader;
  76. materialDepth = new ShaderMaterial( {
  77. uniforms: depthShader.uniforms,
  78. vertexShader: depthShader.vertexShader,
  79. fragmentShader: depthShader.fragmentShader
  80. } );
  81. materialDepth.uniforms[ 'mNear' ].value = camera.near;
  82. materialDepth.uniforms[ 'mFar' ].value = camera.far;
  83. // skybox
  84. var r = 'textures/cube/Bridge2/';
  85. var urls = [ r + 'posx.jpg', r + 'negx.jpg',
  86. r + 'posy.jpg', r + 'negy.jpg',
  87. r + 'posz.jpg', r + 'negz.jpg' ];
  88. var textureCube = new CubeTextureLoader().load( urls );
  89. textureCube.format = RGBFormat;
  90. var shader = ShaderLib[ 'cube' ];
  91. shader.uniforms[ 'tCube' ].value = textureCube;
  92. var skyMaterial = new ShaderMaterial( {
  93. fragmentShader: shader.fragmentShader,
  94. vertexShader: shader.vertexShader,
  95. uniforms: shader.uniforms,
  96. depthWrite: false,
  97. side: BackSide
  98. } );
  99. var sky = new Mesh( new BoxBufferGeometry( 1000, 1000, 1000 ), skyMaterial );
  100. scene.add( sky );
  101. // plane particles
  102. var planePiece = new PlaneBufferGeometry( 10, 10, 1, 1 );
  103. var planeMat = new MeshPhongMaterial( {
  104. color: 0xffffff * 0.4,
  105. shininess: 0.5,
  106. specular: 0xffffff,
  107. envMap: textureCube,
  108. side: DoubleSide
  109. } );
  110. var rand = Math.random;
  111. for ( var i = 0; i < leaves; i ++ ) {
  112. var plane = new Mesh( planePiece, planeMat );
  113. plane.rotation.set( rand(), rand(), rand() );
  114. plane.rotation.dx = rand() * 0.1;
  115. plane.rotation.dy = rand() * 0.1;
  116. plane.rotation.dz = rand() * 0.1;
  117. plane.position.set( rand() * 150, 0 + rand() * 300, rand() * 150 );
  118. plane.position.dx = ( rand() - 0.5 );
  119. plane.position.dz = ( rand() - 0.5 );
  120. scene.add( plane );
  121. planes.push( plane );
  122. }
  123. // adding Monkeys
  124. var loader2 = new BufferGeometryLoader();
  125. loader2.load( 'models/json/suzanne_buffergeometry.json', function ( geometry ) {
  126. geometry.computeVertexNormals();
  127. var material = new MeshPhongMaterial( {
  128. specular: 0xffffff,
  129. envMap: textureCube,
  130. shininess: 50,
  131. reflectivity: 1.0,
  132. flatShading: true
  133. } );
  134. var monkeys = 20;
  135. for ( var i = 0; i < monkeys; i ++ ) {
  136. var mesh = new Mesh( geometry, material );
  137. mesh.position.z = Math.cos( i / monkeys * Math.PI * 2 ) * 200;
  138. mesh.position.y = Math.sin( i / monkeys * Math.PI * 3 ) * 20;
  139. mesh.position.x = Math.sin( i / monkeys * Math.PI * 2 ) * 200;
  140. mesh.rotation.y = i / monkeys * Math.PI * 2;
  141. mesh.scale.setScalar( 30 );
  142. scene.add( mesh );
  143. }
  144. } );
  145. // add balls
  146. var geometry = new SphereBufferGeometry( 1, 20, 20 );
  147. for ( var i = 0; i < 20; i ++ ) {
  148. var ballmaterial = new MeshPhongMaterial( {
  149. color: 0xffffff * Math.random(),
  150. shininess: 0.5,
  151. specular: 0xffffff,
  152. envMap: textureCube } );
  153. var mesh = new Mesh( geometry, ballmaterial );
  154. mesh.position.x = ( Math.random() - 0.5 ) * 200;
  155. mesh.position.y = Math.random() * 50;
  156. mesh.position.z = ( Math.random() - 0.5 ) * 200;
  157. mesh.scale.multiplyScalar( 10 );
  158. scene.add( mesh );
  159. }
  160. // lights
  161. scene.add( new AmbientLight( 0x222222 ) );
  162. var directionalLight = new DirectionalLight( 0xffffff, 2 );
  163. directionalLight.position.set( 2, 1.2, 10 ).normalize();
  164. scene.add( directionalLight );
  165. var directionalLight = new DirectionalLight( 0xffffff, 1 );
  166. directionalLight.position.set( - 2, 1.2, - 10 ).normalize();
  167. scene.add( directionalLight );
  168. initPostprocessing();
  169. stats = new Stats();
  170. container.appendChild( stats.dom );
  171. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  172. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  173. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  174. effectController = {
  175. enabled: true,
  176. jsDepthCalculation: true,
  177. shaderFocus: false,
  178. fstop: 2.2,
  179. maxblur: 1.0,
  180. showFocus: false,
  181. focalDepth: 2.8,
  182. manualdof: false,
  183. vignetting: false,
  184. depthblur: false,
  185. threshold: 0.5,
  186. gain: 2.0,
  187. bias: 0.5,
  188. fringe: 0.7,
  189. focalLength: 35,
  190. noise: true,
  191. pentagon: false,
  192. dithering: 0.0001
  193. };
  194. var matChanger = function () {
  195. for ( var e in effectController ) {
  196. if ( e in postprocessing.bokeh_uniforms ) {
  197. postprocessing.bokeh_uniforms[ e ].value = effectController[ e ];
  198. }
  199. }
  200. postprocessing.enabled = effectController.enabled;
  201. postprocessing.bokeh_uniforms[ 'znear' ].value = camera.near;
  202. postprocessing.bokeh_uniforms[ 'zfar' ].value = camera.far;
  203. camera.setFocalLength( effectController.focalLength );
  204. };
  205. var gui = new GUI();
  206. gui.add( effectController, 'enabled' ).onChange( matChanger );
  207. gui.add( effectController, 'jsDepthCalculation' ).onChange( matChanger );
  208. gui.add( effectController, 'shaderFocus' ).onChange( matChanger );
  209. gui.add( effectController, 'focalDepth', 0.0, 200.0 ).listen().onChange( matChanger );
  210. gui.add( effectController, 'fstop', 0.1, 22, 0.001 ).onChange( matChanger );
  211. gui.add( effectController, 'maxblur', 0.0, 5.0, 0.025 ).onChange( matChanger );
  212. gui.add( effectController, 'showFocus' ).onChange( matChanger );
  213. gui.add( effectController, 'manualdof' ).onChange( matChanger );
  214. gui.add( effectController, 'vignetting' ).onChange( matChanger );
  215. gui.add( effectController, 'depthblur' ).onChange( matChanger );
  216. gui.add( effectController, 'threshold', 0, 1, 0.001 ).onChange( matChanger );
  217. gui.add( effectController, 'gain', 0, 100, 0.001 ).onChange( matChanger );
  218. gui.add( effectController, 'bias', 0, 3, 0.001 ).onChange( matChanger );
  219. gui.add( effectController, 'fringe', 0, 5, 0.001 ).onChange( matChanger );
  220. gui.add( effectController, 'focalLength', 16, 80, 0.001 ).onChange( matChanger );
  221. gui.add( effectController, 'noise' ).onChange( matChanger );
  222. gui.add( effectController, 'dithering', 0, 0.001, 0.0001 ).onChange( matChanger );
  223. gui.add( effectController, 'pentagon' ).onChange( matChanger );
  224. gui.add( shaderSettings, 'rings', 1, 8 ).step( 1 ).onChange( shaderUpdate );
  225. gui.add( shaderSettings, 'samples', 1, 13 ).step( 1 ).onChange( shaderUpdate );
  226. matChanger();
  227. window.addEventListener( 'resize', onWindowResize, false );
  228. }
  229. function onWindowResize() {
  230. camera.aspect = window.innerWidth / window.innerHeight;
  231. camera.updateProjectionMatrix();
  232. windowHalfX = window.innerWidth / 2;
  233. windowHalfY = window.innerHeight / 2;
  234. postprocessing.rtTextureDepth.setSize( window.innerWidth, window.innerHeight );
  235. postprocessing.rtTextureColor.setSize( window.innerWidth, window.innerHeight );
  236. postprocessing.bokeh_uniforms[ 'textureWidth' ].value = window.innerWidth;
  237. postprocessing.bokeh_uniforms[ 'textureHeight' ].value = window.innerHeight;
  238. renderer.setSize( window.innerWidth, window.innerHeight );
  239. }
  240. function onDocumentMouseMove( event ) {
  241. mouse.x = ( event.clientX - windowHalfX ) / windowHalfX;
  242. mouse.y = - ( event.clientY - windowHalfY ) / windowHalfY;
  243. postprocessing.bokeh_uniforms[ 'focusCoords' ].value.set( event.clientX / window.innerWidth, 1 - ( event.clientY / window.innerHeight ) );
  244. }
  245. function onDocumentTouchStart( event ) {
  246. if ( event.touches.length == 1 ) {
  247. event.preventDefault();
  248. mouse.x = ( event.touches[ 0 ].pageX - windowHalfX ) / windowHalfX;
  249. mouse.y = - ( event.touches[ 0 ].pageY - windowHalfY ) / windowHalfY;
  250. }
  251. }
  252. function onDocumentTouchMove( event ) {
  253. if ( event.touches.length == 1 ) {
  254. event.preventDefault();
  255. mouse.x = ( event.touches[ 0 ].pageX - windowHalfX ) / windowHalfX;
  256. mouse.y = - ( event.touches[ 0 ].pageY - windowHalfY ) / windowHalfY;
  257. }
  258. }
  259. function initPostprocessing() {
  260. postprocessing.scene = new Scene();
  261. postprocessing.camera = new OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10000, 10000 );
  262. postprocessing.camera.position.z = 100;
  263. postprocessing.scene.add( postprocessing.camera );
  264. var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBFormat };
  265. postprocessing.rtTextureDepth = new WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
  266. postprocessing.rtTextureColor = new WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
  267. var bokeh_shader = BokehShader;
  268. postprocessing.bokeh_uniforms = UniformsUtils.clone( bokeh_shader.uniforms );
  269. postprocessing.bokeh_uniforms[ 'tColor' ].value = postprocessing.rtTextureColor.texture;
  270. postprocessing.bokeh_uniforms[ 'tDepth' ].value = postprocessing.rtTextureDepth.texture;
  271. postprocessing.bokeh_uniforms[ 'textureWidth' ].value = window.innerWidth;
  272. postprocessing.bokeh_uniforms[ 'textureHeight' ].value = window.innerHeight;
  273. postprocessing.materialBokeh = new ShaderMaterial( {
  274. uniforms: postprocessing.bokeh_uniforms,
  275. vertexShader: bokeh_shader.vertexShader,
  276. fragmentShader: bokeh_shader.fragmentShader,
  277. defines: {
  278. RINGS: shaderSettings.rings,
  279. SAMPLES: shaderSettings.samples
  280. }
  281. } );
  282. postprocessing.quad = new Mesh( new PlaneBufferGeometry( window.innerWidth, window.innerHeight ), postprocessing.materialBokeh );
  283. postprocessing.quad.position.z = - 500;
  284. postprocessing.scene.add( postprocessing.quad );
  285. }
  286. function shaderUpdate() {
  287. postprocessing.materialBokeh.defines.RINGS = shaderSettings.rings;
  288. postprocessing.materialBokeh.defines.SAMPLES = shaderSettings.samples;
  289. postprocessing.materialBokeh.needsUpdate = true;
  290. }
  291. function animate() {
  292. requestAnimationFrame( animate, renderer.domElement );
  293. render();
  294. stats.update();
  295. }
  296. function linearize( depth ) {
  297. var zfar = camera.far;
  298. var znear = camera.near;
  299. return - zfar * znear / ( depth * ( zfar - znear ) - zfar );
  300. }
  301. function smoothstep( near, far, depth ) {
  302. var x = saturate( ( depth - near ) / ( far - near ) );
  303. return x * x * ( 3 - 2 * x );
  304. }
  305. function saturate( x ) {
  306. return Math.max( 0, Math.min( 1, x ) );
  307. }
  308. function render() {
  309. var time = Date.now() * 0.00015;
  310. camera.position.x = Math.cos( time ) * 400;
  311. camera.position.z = Math.sin( time ) * 500;
  312. camera.position.y = Math.sin( time / 1.4 ) * 100;
  313. camera.lookAt( target );
  314. camera.updateMatrixWorld();
  315. if ( effectController.jsDepthCalculation ) {
  316. raycaster.setFromCamera( mouse, camera );
  317. var intersects = raycaster.intersectObjects( scene.children, true );
  318. if ( intersects.length > 0 ) {
  319. var targetDistance = intersects[ 0 ].distance;
  320. distance += ( targetDistance - distance ) * 0.03;
  321. var sdistance = smoothstep( camera.near, camera.far, distance );
  322. var ldistance = linearize( 1 - sdistance );
  323. postprocessing.bokeh_uniforms[ 'focalDepth' ].value = ldistance;
  324. effectController[ 'focalDepth' ] = ldistance;
  325. }
  326. }
  327. for ( var i = 0; i < leaves; i ++ ) {
  328. var plane = planes[ i ];
  329. plane.rotation.x += plane.rotation.dx;
  330. plane.rotation.y += plane.rotation.dy;
  331. plane.rotation.z += plane.rotation.dz;
  332. plane.position.y -= 2;
  333. plane.position.x += plane.position.dx;
  334. plane.position.z += plane.position.dz;
  335. if ( plane.position.y < 0 ) plane.position.y += 300;
  336. }
  337. if ( postprocessing.enabled ) {
  338. renderer.clear();
  339. // render scene into texture
  340. renderer.setRenderTarget( postprocessing.rtTextureColor );
  341. renderer.clear();
  342. renderer.render( scene, camera );
  343. // render depth into texture
  344. scene.overrideMaterial = materialDepth;
  345. renderer.setRenderTarget( postprocessing.rtTextureDepth );
  346. renderer.clear();
  347. renderer.render( scene, camera );
  348. scene.overrideMaterial = null;
  349. // render bokeh composite
  350. renderer.setRenderTarget( null );
  351. renderer.render( postprocessing.scene, postprocessing.camera );
  352. } else {
  353. scene.overrideMaterial = null;
  354. renderer.setRenderTarget( null );
  355. renderer.clear();
  356. renderer.render( scene, camera );
  357. }
  358. }
  359. </script>
  360. </body>
  361. </html>