webgl_postprocessing_dof.html 7.6 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 {
  19. color:#0078ff;
  20. }
  21. #info {
  22. color:#fff;
  23. position: relative;
  24. top: 0px;
  25. width: 50em;
  26. margin: 0 auto -2.1em;
  27. padding: 5px;
  28. z-index:100;
  29. }
  30. </style>
  31. </head>
  32. <body>
  33. <script src="../build/three.min.js"></script>
  34. <script src="js/shaders/CopyShader.js"></script>
  35. <script src="js/shaders/BokehShader.js"></script>
  36. <script src="js/postprocessing/EffectComposer.js"></script>
  37. <script src="js/postprocessing/RenderPass.js"></script>
  38. <script src="js/postprocessing/ShaderPass.js"></script>
  39. <script src="js/postprocessing/MaskPass.js"></script>
  40. <script src="js/postprocessing/BokehPass.js"></script>
  41. <script src="js/Detector.js"></script>
  42. <script src="js/libs/stats.min.js"></script>
  43. <script src='js/libs/dat.gui.min.js'></script>
  44. <div id="info">
  45. <a href="http://threejs.org" target="_blank">three.js</a> - webgl depth-of-field with bokeh example -
  46. shader by <a href="http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html">Martins Upitis</a>
  47. </div>
  48. <script>
  49. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  50. var container, stats;
  51. var camera, scene, renderer,
  52. materials = [], objects = [],
  53. singleMaterial, zmaterial = [],
  54. parameters, i, j, k, h, color, x, y, z, s, n, nobjects,
  55. material_depth, cubeMaterial;
  56. var mouseX = 0, mouseY = 0;
  57. var windowHalfX = window.innerWidth / 2;
  58. var windowHalfY = window.innerHeight / 2;
  59. var width = window.innerWidth;
  60. var height = window.innerHeight - 300;
  61. var postprocessing = { enabled : true };
  62. init();
  63. animate();
  64. function init() {
  65. container = document.createElement( 'div' );
  66. document.body.appendChild( container );
  67. camera = new THREE.PerspectiveCamera( 70, width / height, 1, 3000 );
  68. camera.position.z = 200;
  69. scene = new THREE.Scene();
  70. renderer = new THREE.WebGLRenderer( { antialias: false } );
  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. renderer.initMaterial( cubeMaterial, scene.__lights, scene.fog );
  90. var xgrid = 14,
  91. ygrid = 9,
  92. zgrid = 14;
  93. nobjects = xgrid * ygrid * zgrid;
  94. c = 0;
  95. //var s = 0.25;
  96. var s = 60;
  97. for ( i = 0; i < xgrid; i ++ )
  98. for ( j = 0; j < ygrid; j ++ )
  99. for ( k = 0; k < zgrid; k ++ ) {
  100. if ( singleMaterial ) {
  101. mesh = new THREE.Mesh( geo, zmaterial );
  102. } else {
  103. materials[ c ] = new THREE.MeshBasicMaterial( parameters );
  104. mesh = new THREE.Mesh( geo, materials[ c ] );
  105. renderer.initMaterial( materials[ c ], scene.__lights, scene.fog, mesh );
  106. }
  107. x = 200 * ( i - xgrid/2 );
  108. y = 200 * ( j - ygrid/2 );
  109. z = 200 * ( k - zgrid/2 );
  110. mesh.position.set( x, y, z );
  111. mesh.scale.set( s, s, s );
  112. mesh.matrixAutoUpdate = false;
  113. mesh.updateMatrix();
  114. scene.add( mesh );
  115. objects.push( mesh );
  116. c ++;
  117. }
  118. //console.log("init time: ", Date.now() - start );
  119. scene.matrixAutoUpdate = false;
  120. initPostprocessing();
  121. renderer.autoClear = false;
  122. renderer.domElement.style.position = 'absolute';
  123. renderer.domElement.style.top = "150px";
  124. renderer.domElement.style.left = "0px";
  125. stats = new Stats();
  126. stats.domElement.style.position = 'absolute';
  127. stats.domElement.style.top = '0px';
  128. container.appendChild( stats.domElement );
  129. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  130. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  131. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  132. window.addEventListener( 'resize', onWindowResize, false );
  133. var effectController = {
  134. focus: 1.0,
  135. aperture: 0.025,
  136. maxblur: 1.0
  137. };
  138. var matChanger = function( ) {
  139. postprocessing.bokeh.uniforms[ "focus" ].value = effectController.focus;
  140. postprocessing.bokeh.uniforms[ "aperture" ].value = effectController.aperture;
  141. postprocessing.bokeh.uniforms[ "maxblur" ].value = effectController.maxblur;
  142. };
  143. var gui = new dat.GUI();
  144. gui.add( effectController, "focus", 0.0, 3.0, 0.025 ).onChange( matChanger );
  145. gui.add( effectController, "aperture", 0.001, 0.2, 0.001 ).onChange( matChanger );
  146. gui.add( effectController, "maxblur", 0.0, 3.0, 0.025 ).onChange( matChanger );
  147. gui.close();
  148. }
  149. function onDocumentMouseMove( event ) {
  150. mouseX = event.clientX - windowHalfX;
  151. mouseY = event.clientY - windowHalfY;
  152. }
  153. function onDocumentTouchStart( event ) {
  154. if ( event.touches.length == 1 ) {
  155. event.preventDefault();
  156. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  157. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  158. }
  159. }
  160. function onDocumentTouchMove( event ) {
  161. if ( event.touches.length == 1 ) {
  162. event.preventDefault();
  163. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  164. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  165. }
  166. }
  167. function onWindowResize() {
  168. windowHalfX = window.innerWidth / 2;
  169. windowHalfY = window.innerHeight / 2;
  170. width = window.innerWidth;
  171. height = window.innerHeight - 300;
  172. camera.aspect = width / height;
  173. camera.updateProjectionMatrix();
  174. renderer.setSize( width, height );
  175. postprocessing.composer.setSize( width, height );
  176. }
  177. function initPostprocessing() {
  178. var renderPass = new THREE.RenderPass( scene, camera );
  179. var bokehPass = new THREE.BokehPass( scene, camera, {
  180. focus: 1.0,
  181. aperture: 0.025,
  182. maxblur: 1.0,
  183. width: width,
  184. height: height
  185. } );
  186. bokehPass.renderToScreen = true;
  187. var composer = new THREE.EffectComposer( renderer );
  188. composer.addPass( renderPass );
  189. composer.addPass( bokehPass );
  190. postprocessing.composer = composer;
  191. postprocessing.bokeh = bokehPass;
  192. }
  193. function animate() {
  194. requestAnimationFrame( animate, renderer.domElement );
  195. render();
  196. stats.update();
  197. }
  198. function render() {
  199. var time = Date.now() * 0.00005;
  200. camera.position.x += ( mouseX - camera.position.x ) * 0.036;
  201. camera.position.y += ( - (mouseY) - camera.position.y ) * 0.036;
  202. camera.lookAt( scene.position );
  203. if ( !singleMaterial ) {
  204. for( i = 0; i < nobjects; i ++ ) {
  205. h = ( 360 * ( i / nobjects + time ) % 360 ) / 360;
  206. materials[ i ].color.setHSL( h, 1, 0.5 );
  207. }
  208. }
  209. if ( postprocessing.enabled ) {
  210. postprocessing.composer.render( 0.1 );
  211. } else {
  212. renderer.clear();
  213. renderer.render( scene, camera );
  214. }
  215. }
  216. </script>
  217. </body>
  218. </html>