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