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