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 { color:#0078ff; }
  19. #info {
  20. color:#fff;
  21. position: relative;
  22. top: 0px;
  23. width: 100em;
  24. margin: 0 auto -2.1em;
  25. padding: 5px;
  26. z-index:100;
  27. }
  28. </style>
  29. </head>
  30. <!-- TODO
  31. Setup Number Focus Test Plates
  32. Use WEBGL Depth buffer support?
  33. -->
  34. <body>
  35. <script src="../build/three.js"></script>
  36. <script src="js/shaders/BokehShader2.js"></script>
  37. <script src="js/WebGL.js"></script>
  38. <script src="js/libs/stats.min.js"></script>
  39. <script src='js/libs/dat.gui.min.js'></script>
  40. <div id="info">
  41. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl realistic depth-of-field bokeh example -
  42. shader ported from <a href="http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)">Martins Upitis</a>
  43. </div>
  44. <script>
  45. if ( WEBGL.isWebGLAvailable() === false ) {
  46. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  47. }
  48. var container, stats;
  49. var camera, scene, renderer, materialDepth;
  50. var windowHalfX = window.innerWidth / 2;
  51. var windowHalfY = window.innerHeight / 2;
  52. var postprocessing = { enabled: true };
  53. var shaderSettings = {
  54. rings: 3,
  55. samples: 4
  56. };
  57. var mouse = new THREE.Vector2();
  58. var raycaster = new THREE.Raycaster();
  59. var distance = 100;
  60. var target = new THREE.Vector3( 0, 20, - 50 );
  61. var effectController;
  62. var planes = [];
  63. var leaves = 100;
  64. init();
  65. animate();
  66. function init() {
  67. container = document.createElement( 'div' );
  68. document.body.appendChild( container );
  69. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 3000 );
  70. camera.position.y = 150;
  71. camera.position.z = 450;
  72. scene = new THREE.Scene();
  73. scene.add( camera );
  74. renderer = new THREE.WebGLRenderer();
  75. renderer.setPixelRatio( window.devicePixelRatio );
  76. renderer.setSize( window.innerWidth, window.innerHeight );
  77. renderer.autoClear = false;
  78. container.appendChild( renderer.domElement );
  79. var depthShader = THREE.BokehDepthShader;
  80. materialDepth = new THREE.ShaderMaterial( {
  81. uniforms: depthShader.uniforms,
  82. vertexShader: depthShader.vertexShader,
  83. fragmentShader: depthShader.fragmentShader
  84. } );
  85. materialDepth.uniforms[ 'mNear' ].value = camera.near;
  86. materialDepth.uniforms[ 'mFar' ].value = camera.far;
  87. // skybox
  88. var r = 'textures/cube/Bridge2/';
  89. var urls = [ r + 'posx.jpg', r + 'negx.jpg',
  90. r + 'posy.jpg', r + 'negy.jpg',
  91. r + 'posz.jpg', r + 'negz.jpg' ];
  92. var textureCube = new THREE.CubeTextureLoader().load( urls );
  93. textureCube.format = THREE.RGBFormat;
  94. var shader = THREE.ShaderLib[ 'cube' ];
  95. shader.uniforms[ 'tCube' ].value = textureCube;
  96. var skyMaterial = new THREE.ShaderMaterial( {
  97. fragmentShader: shader.fragmentShader,
  98. vertexShader: shader.vertexShader,
  99. uniforms: shader.uniforms,
  100. depthWrite: false,
  101. side: THREE.BackSide
  102. } );
  103. var sky = new THREE.Mesh( new THREE.BoxBufferGeometry( 1000, 1000, 1000 ), skyMaterial );
  104. scene.add( sky );
  105. // plane particles
  106. var planePiece = new THREE.PlaneBufferGeometry( 10, 10, 1, 1 );
  107. var planeMat = new THREE.MeshPhongMaterial( {
  108. color: 0xffffff * 0.4,
  109. shininess: 0.5,
  110. specular: 0xffffff,
  111. envMap: textureCube,
  112. side: THREE.DoubleSide
  113. } );
  114. var rand = Math.random;
  115. for ( var i = 0; i < leaves; i ++ ) {
  116. var plane = new THREE.Mesh( planePiece, planeMat );
  117. plane.rotation.set( rand(), rand(), rand() );
  118. plane.rotation.dx = rand() * 0.1;
  119. plane.rotation.dy = rand() * 0.1;
  120. plane.rotation.dz = rand() * 0.1;
  121. plane.position.set( rand() * 150, 0 + rand() * 300, rand() * 150 );
  122. plane.position.dx = ( rand() - 0.5 );
  123. plane.position.dz = ( rand() - 0.5 );
  124. scene.add( plane );
  125. planes.push( plane );
  126. }
  127. // adding Monkeys
  128. var loader2 = new THREE.BufferGeometryLoader();
  129. loader2.load( 'models/json/suzanne_buffergeometry.json', function ( geometry ) {
  130. geometry.computeVertexNormals();
  131. var material = new THREE.MeshPhongMaterial( {
  132. specular: 0xffffff,
  133. envMap: textureCube,
  134. shininess: 50,
  135. reflectivity: 1.0,
  136. flatShading: true
  137. } );
  138. var monkeys = 20;
  139. for ( var i = 0; i < monkeys; i ++ ) {
  140. var mesh = new THREE.Mesh( geometry, material );
  141. mesh.position.z = Math.cos( i / monkeys * Math.PI * 2 ) * 200;
  142. mesh.position.y = Math.sin( i / monkeys * Math.PI * 3 ) * 20;
  143. mesh.position.x = Math.sin( i / monkeys * Math.PI * 2 ) * 200;
  144. mesh.rotation.y = i / monkeys * Math.PI * 2;
  145. mesh.scale.setScalar( 30 );
  146. scene.add( mesh );
  147. }
  148. } );
  149. // add balls
  150. var geometry = new THREE.SphereBufferGeometry( 1, 20, 20 );
  151. for ( var i = 0; i < 20; i ++ ) {
  152. var ballmaterial = new THREE.MeshPhongMaterial( {
  153. color: 0xffffff * Math.random(),
  154. shininess: 0.5,
  155. specular: 0xffffff,
  156. envMap: textureCube } );
  157. var mesh = new THREE.Mesh( geometry, ballmaterial );
  158. mesh.position.x = ( Math.random() - 0.5 ) * 200;
  159. mesh.position.y = Math.random() * 50;
  160. mesh.position.z = ( Math.random() - 0.5 ) * 200;
  161. mesh.scale.multiplyScalar( 10 );
  162. scene.add( mesh );
  163. }
  164. // lights
  165. scene.add( new THREE.AmbientLight( 0x222222 ) );
  166. var directionalLight = new THREE.DirectionalLight( 0xffffff, 2 );
  167. directionalLight.position.set( 2, 1.2, 10 ).normalize();
  168. scene.add( directionalLight );
  169. var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
  170. directionalLight.position.set( - 2, 1.2, - 10 ).normalize();
  171. scene.add( directionalLight );
  172. initPostprocessing();
  173. stats = new Stats();
  174. container.appendChild( stats.dom );
  175. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  176. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  177. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  178. effectController = {
  179. enabled: true,
  180. jsDepthCalculation: true,
  181. shaderFocus: false,
  182. fstop: 2.2,
  183. maxblur: 1.0,
  184. showFocus: false,
  185. focalDepth: 2.8,
  186. manualdof: false,
  187. vignetting: false,
  188. depthblur: false,
  189. threshold: 0.5,
  190. gain: 2.0,
  191. bias: 0.5,
  192. fringe: 0.7,
  193. focalLength: 35,
  194. noise: true,
  195. pentagon: false,
  196. dithering: 0.0001
  197. };
  198. var matChanger = function () {
  199. for ( var e in effectController ) {
  200. if ( e in postprocessing.bokeh_uniforms ) {
  201. postprocessing.bokeh_uniforms[ e ].value = effectController[ e ];
  202. }
  203. }
  204. postprocessing.enabled = effectController.enabled;
  205. postprocessing.bokeh_uniforms[ 'znear' ].value = camera.near;
  206. postprocessing.bokeh_uniforms[ 'zfar' ].value = camera.far;
  207. camera.setFocalLength( effectController.focalLength );
  208. };
  209. var gui = new dat.GUI();
  210. gui.add( effectController, 'enabled' ).onChange( matChanger );
  211. gui.add( effectController, 'jsDepthCalculation' ).onChange( matChanger );
  212. gui.add( effectController, 'shaderFocus' ).onChange( matChanger );
  213. gui.add( effectController, 'focalDepth', 0.0, 200.0 ).listen().onChange( matChanger );
  214. gui.add( effectController, 'fstop', 0.1, 22, 0.001 ).onChange( matChanger );
  215. gui.add( effectController, 'maxblur', 0.0, 5.0, 0.025 ).onChange( matChanger );
  216. gui.add( effectController, 'showFocus' ).onChange( matChanger );
  217. gui.add( effectController, 'manualdof' ).onChange( matChanger );
  218. gui.add( effectController, 'vignetting' ).onChange( matChanger );
  219. gui.add( effectController, 'depthblur' ).onChange( matChanger );
  220. gui.add( effectController, 'threshold', 0, 1, 0.001 ).onChange( matChanger );
  221. gui.add( effectController, 'gain', 0, 100, 0.001 ).onChange( matChanger );
  222. gui.add( effectController, 'bias', 0, 3, 0.001 ).onChange( matChanger );
  223. gui.add( effectController, 'fringe', 0, 5, 0.001 ).onChange( matChanger );
  224. gui.add( effectController, 'focalLength', 16, 80, 0.001 ).onChange( matChanger );
  225. gui.add( effectController, 'noise' ).onChange( matChanger );
  226. gui.add( effectController, 'dithering', 0, 0.001, 0.0001 ).onChange( matChanger );
  227. gui.add( effectController, 'pentagon' ).onChange( matChanger );
  228. gui.add( shaderSettings, 'rings', 1, 8 ).step( 1 ).onChange( shaderUpdate );
  229. gui.add( shaderSettings, 'samples', 1, 13 ).step( 1 ).onChange( shaderUpdate );
  230. matChanger();
  231. window.addEventListener( 'resize', onWindowResize, false );
  232. }
  233. function onWindowResize() {
  234. camera.aspect = window.innerWidth / window.innerHeight;
  235. camera.updateProjectionMatrix();
  236. windowHalfX = window.innerWidth / 2;
  237. windowHalfY = window.innerHeight / 2;
  238. postprocessing.rtTextureDepth.setSize( window.innerWidth, window.innerHeight );
  239. postprocessing.rtTextureColor.setSize( window.innerWidth, window.innerHeight );
  240. postprocessing.bokeh_uniforms[ 'textureWidth' ].value = window.innerWidth;
  241. postprocessing.bokeh_uniforms[ 'textureHeight' ].value = window.innerHeight;
  242. renderer.setSize( window.innerWidth, window.innerHeight );
  243. }
  244. function onDocumentMouseMove( event ) {
  245. mouse.x = ( event.clientX - windowHalfX ) / windowHalfX;
  246. mouse.y = - ( event.clientY - windowHalfY ) / windowHalfY;
  247. postprocessing.bokeh_uniforms[ 'focusCoords' ].value.set( event.clientX / window.innerWidth, 1 - ( event.clientY / window.innerHeight ) );
  248. }
  249. function onDocumentTouchStart( event ) {
  250. if ( event.touches.length == 1 ) {
  251. event.preventDefault();
  252. mouse.x = ( event.touches[ 0 ].pageX - windowHalfX ) / windowHalfX;
  253. mouse.y = - ( event.touches[ 0 ].pageY - windowHalfY ) / windowHalfY;
  254. }
  255. }
  256. function onDocumentTouchMove( event ) {
  257. if ( event.touches.length == 1 ) {
  258. event.preventDefault();
  259. mouse.x = ( event.touches[ 0 ].pageX - windowHalfX ) / windowHalfX;
  260. mouse.y = - ( event.touches[ 0 ].pageY - windowHalfY ) / windowHalfY;
  261. }
  262. }
  263. function initPostprocessing() {
  264. postprocessing.scene = new THREE.Scene();
  265. postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10000, 10000 );
  266. postprocessing.camera.position.z = 100;
  267. postprocessing.scene.add( postprocessing.camera );
  268. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  269. postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
  270. postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
  271. var bokeh_shader = THREE.BokehShader;
  272. postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone( bokeh_shader.uniforms );
  273. postprocessing.bokeh_uniforms[ 'tColor' ].value = postprocessing.rtTextureColor.texture;
  274. postprocessing.bokeh_uniforms[ 'tDepth' ].value = postprocessing.rtTextureDepth.texture;
  275. postprocessing.bokeh_uniforms[ 'textureWidth' ].value = window.innerWidth;
  276. postprocessing.bokeh_uniforms[ 'textureHeight' ].value = window.innerHeight;
  277. postprocessing.materialBokeh = new THREE.ShaderMaterial( {
  278. uniforms: postprocessing.bokeh_uniforms,
  279. vertexShader: bokeh_shader.vertexShader,
  280. fragmentShader: bokeh_shader.fragmentShader,
  281. defines: {
  282. RINGS: shaderSettings.rings,
  283. SAMPLES: shaderSettings.samples
  284. }
  285. } );
  286. postprocessing.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight ), postprocessing.materialBokeh );
  287. postprocessing.quad.position.z = - 500;
  288. postprocessing.scene.add( postprocessing.quad );
  289. }
  290. function shaderUpdate() {
  291. postprocessing.materialBokeh.defines.RINGS = shaderSettings.rings;
  292. postprocessing.materialBokeh.defines.SAMPLES = shaderSettings.samples;
  293. postprocessing.materialBokeh.needsUpdate = true;
  294. }
  295. function animate() {
  296. requestAnimationFrame( animate, renderer.domElement );
  297. render();
  298. stats.update();
  299. }
  300. function linearize( depth ) {
  301. var zfar = camera.far;
  302. var znear = camera.near;
  303. return - zfar * znear / ( depth * ( zfar - znear ) - zfar );
  304. }
  305. function smoothstep( near, far, depth ) {
  306. var x = saturate( ( depth - near ) / ( far - near ) );
  307. return x * x * ( 3 - 2 * x );
  308. }
  309. function saturate( x ) {
  310. return Math.max( 0, Math.min( 1, x ) );
  311. }
  312. function render() {
  313. var time = Date.now() * 0.00015;
  314. camera.position.x = Math.cos( time ) * 400;
  315. camera.position.z = Math.sin( time ) * 500;
  316. camera.position.y = Math.sin( time / 1.4 ) * 100;
  317. camera.lookAt( target );
  318. camera.updateMatrixWorld();
  319. if ( effectController.jsDepthCalculation ) {
  320. raycaster.setFromCamera( mouse, camera );
  321. var intersects = raycaster.intersectObjects( scene.children, true );
  322. if ( intersects.length > 0 ) {
  323. var targetDistance = intersects[ 0 ].distance;
  324. distance += ( targetDistance - distance ) * 0.03;
  325. var sdistance = smoothstep( camera.near, camera.far, distance );
  326. var ldistance = linearize( 1 - sdistance );
  327. postprocessing.bokeh_uniforms[ 'focalDepth' ].value = ldistance;
  328. effectController[ 'focalDepth' ] = ldistance;
  329. }
  330. }
  331. for ( var i = 0; i < leaves; i ++ ) {
  332. var plane = planes[ i ];
  333. plane.rotation.x += plane.rotation.dx;
  334. plane.rotation.y += plane.rotation.dy;
  335. plane.rotation.z += plane.rotation.dz;
  336. plane.position.y -= 2;
  337. plane.position.x += plane.position.dx;
  338. plane.position.z += plane.position.dz;
  339. if ( plane.position.y < 0 ) plane.position.y += 300;
  340. }
  341. if ( postprocessing.enabled ) {
  342. renderer.clear();
  343. // render scene into texture
  344. renderer.setRenderTarget( postprocessing.rtTextureColor );
  345. renderer.clear();
  346. renderer.render( scene, camera );
  347. // render depth into texture
  348. scene.overrideMaterial = materialDepth;
  349. renderer.setRenderTarget( postprocessing.rtTextureDepth );
  350. renderer.clear();
  351. renderer.render( scene, camera );
  352. scene.overrideMaterial = null;
  353. // render bokeh composite
  354. renderer.setRenderTarget( null );
  355. renderer.render( postprocessing.scene, postprocessing.camera );
  356. } else {
  357. scene.overrideMaterial = null;
  358. renderer.setRenderTarget( null );
  359. renderer.clear();
  360. renderer.render( scene, camera );
  361. }
  362. }
  363. </script>
  364. </body>
  365. </html>