webgl_postprocessing_dof.html 7.2 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. }
  17. a {
  18. color:#0078ff;
  19. }
  20. #info {
  21. color:#fff;
  22. position: relative;
  23. top: 0px;
  24. width: 50em;
  25. margin: 0 auto -2.1em;
  26. padding: 5px;
  27. z-index:100;
  28. }
  29. </style>
  30. </head>
  31. <body>
  32. <script src="../build/three.min.js"></script>
  33. <script src="js/shaders/CopyShader.js"></script>
  34. <script src="js/shaders/BokehShader.js"></script>
  35. <script src="js/postprocessing/EffectComposer.js"></script>
  36. <script src="js/postprocessing/RenderPass.js"></script>
  37. <script src="js/postprocessing/ShaderPass.js"></script>
  38. <script src="js/postprocessing/MaskPass.js"></script>
  39. <script src="js/postprocessing/BokehPass.js"></script>
  40. <script src="js/Detector.js"></script>
  41. <script src="js/libs/stats.min.js"></script>
  42. <script src='js/libs/dat.gui.min.js'></script>
  43. <div id="info">
  44. <a href="http://threejs.org" target="_blank">three.js</a> - webgl depth-of-field with bokeh example -
  45. shader by <a href="http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html">Martins Upitis</a>
  46. </div>
  47. <script>
  48. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  49. var container, stats;
  50. var camera, scene, renderer,
  51. materials = [], objects = [],
  52. singleMaterial, zmaterial = [],
  53. parameters, i, j, k, h, color, x, y, z, s, n, nobjects,
  54. material_depth, cubeMaterial;
  55. var mouseX = 0, mouseY = 0;
  56. var windowHalfX = window.innerWidth / 2;
  57. var windowHalfY = window.innerHeight / 2;
  58. var width = window.innerWidth;
  59. var height = window.innerHeight;
  60. var postprocessing = {};
  61. init();
  62. animate();
  63. function init() {
  64. container = document.createElement( 'div' );
  65. document.body.appendChild( container );
  66. camera = new THREE.PerspectiveCamera( 70, width / height, 1, 3000 );
  67. camera.position.z = 200;
  68. scene = new THREE.Scene();
  69. renderer = new THREE.WebGLRenderer( { antialias: false } );
  70. renderer.setPixelRatio( window.devicePixelRatio );
  71. renderer.setSize( width, height );
  72. container.appendChild( renderer.domElement );
  73. renderer.sortObjects = false;
  74. material_depth = new THREE.MeshDepthMaterial();
  75. var path = "textures/cube/SwedishRoyalCastle/";
  76. var format = '.jpg';
  77. var urls = [
  78. path + 'px' + format, path + 'nx' + format,
  79. path + 'py' + format, path + 'ny' + format,
  80. path + 'pz' + format, path + 'nz' + format
  81. ];
  82. var textureCube = THREE.ImageUtils.loadTextureCube( urls );
  83. parameters = { color: 0xff1100, envMap: textureCube, shading: THREE.FlatShading };
  84. cubeMaterial = new THREE.MeshBasicMaterial( parameters );
  85. singleMaterial = false;
  86. if( singleMaterial ) zmaterial = [ cubeMaterial ];
  87. var geo = new THREE.SphereGeometry( 1, 20, 10 );
  88. var start = Date.now();
  89. var xgrid = 14,
  90. ygrid = 9,
  91. zgrid = 14;
  92. nobjects = xgrid * ygrid * zgrid;
  93. c = 0;
  94. //var s = 0.25;
  95. var s = 60;
  96. for ( i = 0; i < xgrid; i ++ )
  97. for ( j = 0; j < ygrid; j ++ )
  98. for ( k = 0; k < zgrid; k ++ ) {
  99. if ( singleMaterial ) {
  100. mesh = new THREE.Mesh( geo, zmaterial );
  101. } else {
  102. materials[ c ] = new THREE.MeshBasicMaterial( parameters );
  103. mesh = new THREE.Mesh( geo, materials[ c ] );
  104. }
  105. x = 200 * ( i - xgrid/2 );
  106. y = 200 * ( j - ygrid/2 );
  107. z = 200 * ( k - zgrid/2 );
  108. mesh.position.set( x, y, z );
  109. mesh.scale.set( s, s, s );
  110. mesh.matrixAutoUpdate = false;
  111. mesh.updateMatrix();
  112. scene.add( mesh );
  113. objects.push( mesh );
  114. c ++;
  115. }
  116. //console.log("init time: ", Date.now() - start );
  117. scene.matrixAutoUpdate = false;
  118. initPostprocessing();
  119. renderer.autoClear = false;
  120. stats = new Stats();
  121. stats.domElement.style.position = 'absolute';
  122. stats.domElement.style.top = '0px';
  123. container.appendChild( stats.domElement );
  124. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  125. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  126. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  127. window.addEventListener( 'resize', onWindowResize, 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 dat.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. gui.close();
  143. }
  144. function onDocumentMouseMove( event ) {
  145. mouseX = event.clientX - windowHalfX;
  146. mouseY = event.clientY - windowHalfY;
  147. }
  148. function onDocumentTouchStart( event ) {
  149. if ( event.touches.length == 1 ) {
  150. event.preventDefault();
  151. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  152. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  153. }
  154. }
  155. function onDocumentTouchMove( event ) {
  156. if ( event.touches.length == 1 ) {
  157. event.preventDefault();
  158. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  159. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  160. }
  161. }
  162. function onWindowResize() {
  163. windowHalfX = window.innerWidth / 2;
  164. windowHalfY = window.innerHeight / 2;
  165. width = window.innerWidth;
  166. height = window.innerHeight;
  167. camera.aspect = width / height;
  168. camera.updateProjectionMatrix();
  169. renderer.setSize( width, height );
  170. postprocessing.composer.setSize( width, height );
  171. }
  172. function initPostprocessing() {
  173. var renderPass = new THREE.RenderPass( scene, camera );
  174. var bokehPass = new THREE.BokehPass( scene, camera, {
  175. focus: 1.0,
  176. aperture: 0.025,
  177. maxblur: 1.0,
  178. width: width,
  179. height: height
  180. } );
  181. bokehPass.renderToScreen = true;
  182. var composer = new THREE.EffectComposer( renderer );
  183. composer.addPass( renderPass );
  184. composer.addPass( bokehPass );
  185. postprocessing.composer = composer;
  186. postprocessing.bokeh = bokehPass;
  187. }
  188. function animate() {
  189. requestAnimationFrame( animate, renderer.domElement );
  190. render();
  191. stats.update();
  192. }
  193. function render() {
  194. var time = Date.now() * 0.00005;
  195. camera.position.x += ( mouseX - camera.position.x ) * 0.036;
  196. camera.position.y += ( - (mouseY) - camera.position.y ) * 0.036;
  197. camera.lookAt( scene.position );
  198. if ( !singleMaterial ) {
  199. for( i = 0; i < nobjects; i ++ ) {
  200. h = ( 360 * ( i / nobjects + time ) % 360 ) / 360;
  201. materials[ i ].color.setHSL( h, 1, 0.5 );
  202. }
  203. }
  204. postprocessing.composer.render( 0.1 );
  205. }
  206. </script>
  207. </body>
  208. </html>