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 {
  19. color:#0078ff;
  20. }
  21. #info {
  22. color:#fff;
  23. top: 0px;
  24. position: absolute;
  25. padding: 5px;
  26. width: 500px;
  27. z-index: 5;
  28. left: 50px;
  29. }
  30. </style>
  31. </head>
  32. <!-- TODO
  33. Setup Number Focus Test Plates
  34. Use WEBGL Depth buffer support?
  35. -->
  36. <body>
  37. <script src="../build/three.min.js"></script>
  38. <script src="js/Detector.js"></script>
  39. <script src="js/libs/stats.min.js"></script>
  40. <script src='js/libs/dat.gui.min.js'></script>
  41. <div id="info">
  42. <a href="http://threejs.org" target="_blank">three.js</a> - webgl realistic depth-of-field bokeh example<br/>
  43. shader ported from <a href="http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)">Martins Upitis</a>
  44. </div>
  45. <script src="js/shaders/BokehShader2.js"></script>
  46. <script>
  47. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  48. var container, stats;
  49. var camera, scene, renderer,
  50. material_depth;
  51. var mouseX = 0, mouseY = 0;
  52. var windowHalfX = window.innerWidth / 2;
  53. var windowHalfY = window.innerHeight / 2;
  54. var height = window.innerHeight;
  55. var postprocessing = { enabled : true };
  56. var shaderSettings = {
  57. rings: 3,
  58. samples: 4
  59. };
  60. var singleMaterial = false;
  61. var vector = new THREE.Vector3();
  62. var distance = 100;
  63. var target = new THREE.Vector3( 0, 20, -50 );
  64. var effectController;
  65. var planes = [];
  66. var leaves = 100;
  67. init();
  68. animate();
  69. function init() {
  70. container = document.createElement( 'div' );
  71. document.body.appendChild( container );
  72. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / height, 1, 3000 );
  73. camera.position.y = 150;
  74. camera.position.z = 450;
  75. scene = new THREE.Scene();
  76. renderer = new THREE.WebGLRenderer( { antialias: false } );
  77. renderer.setSize( window.innerWidth, height );
  78. renderer.sortObjects = false;
  79. container.appendChild( renderer.domElement );
  80. material_depth = new THREE.MeshDepthMaterial();
  81. //
  82. object = new THREE.Object3D();
  83. scene.add( object );
  84. var r = "textures/cube/Bridge2/";
  85. var urls = [ r + "posx.jpg", r + "negx.jpg",
  86. r + "posy.jpg", r + "negy.jpg",
  87. r + "posz.jpg", r + "negz.jpg" ];
  88. var textureCube = THREE.ImageUtils.loadTextureCube( urls );
  89. textureCube.format = THREE.RGBFormat;
  90. // Skybox
  91. var shader = THREE.ShaderLib[ "cube" ];
  92. shader.uniforms[ "tCube" ].value = textureCube;
  93. var material = new THREE.ShaderMaterial( {
  94. fragmentShader: shader.fragmentShader,
  95. vertexShader: shader.vertexShader,
  96. uniforms: shader.uniforms,
  97. depthWrite: false,
  98. side: THREE.BackSide
  99. } );
  100. mesh = new THREE.Mesh( new THREE.BoxGeometry( 1000, 1000, 1000 ), material );
  101. scene.add( mesh );
  102. // Focusing Floor
  103. // var planeGeometry = new THREE.PlaneBufferGeometry( 500, 500, 1, 1 );
  104. // var planeMat = new THREE.MeshPhongMaterial(
  105. // { map: texture }
  106. // );
  107. // var plane = new THREE.Mesh(planeGeometry, planeMat );
  108. // plane.rotation.x = - Math.PI / 2;
  109. // plane.position.y = - 5;
  110. // scene.add(plane);
  111. // Plane particles
  112. var planePiece = new THREE.PlaneBufferGeometry( 10, 10, 1, 1 );
  113. var planeMat = new THREE.MeshPhongMaterial( {
  114. color: 0xffffff * 0.4,
  115. shininess: 0.5,
  116. specular: 0xffffff,
  117. envMap: textureCube,
  118. side: THREE.DoubleSide
  119. } );
  120. var rand = Math.random;
  121. for (i=0;i<leaves;i++) {
  122. plane = new THREE.Mesh(planePiece, planeMat);
  123. plane.rotation.set(rand(), rand(), rand());
  124. plane.rotation.dx = rand() * 0.1;
  125. plane.rotation.dy = rand() * 0.1;
  126. plane.rotation.dz = rand() * 0.1;
  127. plane.position.set(rand() * 150, 0 + rand() * 300, rand() * 150);
  128. plane.position.dx = (rand() - 0.5 );
  129. plane.position.dz = (rand() - 0.5 );
  130. scene.add(plane);
  131. planes.push(plane);
  132. }
  133. // Adding Monkeys
  134. var loader2 = new THREE.JSONLoader();
  135. loader2.load( 'obj/Suzanne.js', function ( geometry ) {
  136. var material = new THREE.MeshPhongMaterial( {
  137. color: 0xffffff,
  138. specular:0xffffff,
  139. envMap: textureCube,
  140. combine: THREE.MultiplyOperation,
  141. shininess: 50,
  142. reflectivity: 1.0
  143. });
  144. var monkeys = 20;
  145. for ( var i = 0; i < monkeys; i ++ ) {
  146. var mesh = new THREE.Mesh( geometry, material );
  147. mesh.scale.multiplyScalar(30);
  148. mesh.position.z = Math.cos(i / monkeys * Math.PI * 2) * 200;
  149. mesh.position.y = Math.sin(i / monkeys * Math.PI * 3) * 20;
  150. mesh.position.x = Math.sin(i / monkeys * Math.PI * 2) * 200;
  151. mesh.rotation.x = Math.PI / 2;
  152. mesh.rotation.z = -i / monkeys * Math.PI * 2;
  153. object.add( mesh );
  154. }
  155. } );
  156. // Add Balls
  157. var geometry = new THREE.SphereGeometry( 1, 20, 20 );
  158. for ( var i = 0; i < 20; i ++ ) {
  159. // MeshPhongMaterial
  160. var ballmaterial = new THREE.MeshPhongMaterial( {
  161. color: 0xffffff * Math.random(),
  162. shininess: 0.5,
  163. specular: 0xffffff ,
  164. envMap: textureCube } );
  165. var mesh = new THREE.Mesh( geometry, ballmaterial );
  166. mesh.position.set(
  167. (Math.random() - 0.5) * 200,
  168. Math.random() * 50,
  169. (Math.random() - 0.5) * 200
  170. );
  171. mesh.scale.multiplyScalar(10);
  172. object.add( mesh );
  173. }
  174. // Lights
  175. // scene.add( new THREE.AmbientLight( 0xffffff ) );
  176. // light = new THREE.DirectionalLight( 0xffffff );
  177. // light.position.set( 1, 1, 1 );
  178. // scene.add( light );
  179. scene.add( new THREE.AmbientLight( 0x222222 ) );
  180. directionalLight = new THREE.DirectionalLight( 0xffffff, 2 );
  181. directionalLight.position.set( 2, 1.2, 10 ).normalize();
  182. scene.add( directionalLight );
  183. directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
  184. directionalLight.position.set( -2, 1.2, -10 ).normalize();
  185. scene.add( directionalLight );
  186. initPostprocessing();
  187. renderer.autoClear = false;
  188. renderer.domElement.style.position = 'absolute';
  189. renderer.domElement.style.left = "0px";
  190. stats = new Stats();
  191. stats.domElement.style.position = 'absolute';
  192. stats.domElement.style.top = '0px';
  193. container.appendChild( stats.domElement );
  194. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  195. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  196. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  197. effectController = {
  198. enabled: true,
  199. jsDepthCalculation: true,
  200. shaderFocus: false,
  201. fstop: 2.2,
  202. maxblur: 1.0,
  203. showFocus: false,
  204. focalDepth: 2.8,
  205. manualdof: false,
  206. vignetting: false,
  207. depthblur: false,
  208. threshold: 0.5,
  209. gain: 2.0,
  210. bias: 0.5,
  211. fringe: 0.7,
  212. focalLength: 35,
  213. noise: true,
  214. pentagon: false,
  215. dithering: 0.0001
  216. };
  217. var matChanger = function( ) {
  218. for (var e in effectController) {
  219. if (e in postprocessing.bokeh_uniforms)
  220. postprocessing.bokeh_uniforms[ e ].value = effectController[ e ];
  221. }
  222. postprocessing.enabled = effectController.enabled;
  223. postprocessing.bokeh_uniforms[ 'znear' ].value = camera.near;
  224. postprocessing.bokeh_uniforms[ 'zfar' ].value = camera.far;
  225. camera.setLens(effectController.focalLength);
  226. };
  227. var gui = new dat.GUI();
  228. gui.add( effectController, "enabled" ).onChange( matChanger );
  229. gui.add( effectController, "jsDepthCalculation" ).onChange( matChanger );
  230. gui.add( effectController, "shaderFocus" ).onChange( matChanger );
  231. gui.add( effectController, "focalDepth", 0.0, 200.0 ).listen().onChange( matChanger );
  232. gui.add( effectController, "fstop", 0.1, 22, 0.001 ).onChange( matChanger );
  233. gui.add( effectController, "maxblur", 0.0, 5.0, 0.025 ).onChange( matChanger );
  234. gui.add( effectController, "showFocus" ).onChange( matChanger );
  235. gui.add( effectController, "manualdof" ).onChange( matChanger );
  236. gui.add( effectController, "vignetting" ).onChange( matChanger );
  237. gui.add( effectController, "depthblur" ).onChange( matChanger );
  238. gui.add( effectController, "threshold", 0, 1, 0.001 ).onChange( matChanger );
  239. gui.add( effectController, "gain", 0, 100, 0.001 ).onChange( matChanger );
  240. gui.add( effectController, "bias", 0,3, 0.001 ).onChange( matChanger );
  241. gui.add( effectController, "fringe", 0, 5, 0.001 ).onChange( matChanger );
  242. gui.add( effectController, "focalLength", 16, 80, 0.001 ).onChange( matChanger )
  243. gui.add( effectController, "noise" ).onChange( matChanger );
  244. gui.add( effectController, "dithering", 0, 0.001, 0.0001 ).onChange( matChanger );
  245. gui.add( effectController, "pentagon" ).onChange( matChanger );
  246. gui.add( shaderSettings, "rings", 1, 8).step(1).onChange( shaderUpdate );
  247. gui.add( shaderSettings, "samples", 1, 13).step(1).onChange( shaderUpdate );
  248. matChanger();
  249. window.addEventListener( 'resize', onWindowResize, false );
  250. }
  251. function onWindowResize() {
  252. camera.aspect = window.innerWidth / window.innerHeight;
  253. camera.updateProjectionMatrix();
  254. renderer.setSize( window.innerWidth, window.innerHeight );
  255. }
  256. function onDocumentMouseMove( event ) {
  257. mouseX = event.clientX - windowHalfX;
  258. mouseY = event.clientY - windowHalfY;
  259. postprocessing.bokeh_uniforms[ 'focusCoords' ].value.set(event.clientX / window.innerWidth, 1-event.clientY / window.innerHeight);
  260. }
  261. function onDocumentTouchStart( event ) {
  262. if ( event.touches.length == 1 ) {
  263. event.preventDefault();
  264. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  265. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  266. }
  267. }
  268. function onDocumentTouchMove( event ) {
  269. if ( event.touches.length == 1 ) {
  270. event.preventDefault();
  271. mouseX = event.touches[ 0 ].pageX - windowHalfX;
  272. mouseY = event.touches[ 0 ].pageY - windowHalfY;
  273. }
  274. }
  275. function initPostprocessing() {
  276. postprocessing.scene = new THREE.Scene();
  277. postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  278. postprocessing.camera.position.z = 100;
  279. postprocessing.scene.add( postprocessing.camera );
  280. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  281. postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
  282. postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
  283. var bokeh_shader = THREE.BokehShader;
  284. postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone( bokeh_shader.uniforms );
  285. postprocessing.bokeh_uniforms[ "tColor" ].value = postprocessing.rtTextureColor;
  286. postprocessing.bokeh_uniforms[ "tDepth" ].value = postprocessing.rtTextureDepth;
  287. postprocessing.bokeh_uniforms[ "textureWidth" ].value = window.innerWidth;
  288. postprocessing.bokeh_uniforms[ "textureHeight" ].value = height;
  289. postprocessing.materialBokeh = new THREE.ShaderMaterial( {
  290. uniforms: postprocessing.bokeh_uniforms,
  291. vertexShader: bokeh_shader.vertexShader,
  292. fragmentShader: bokeh_shader.fragmentShader,
  293. defines: {
  294. RINGS: shaderSettings.rings,
  295. SAMPLES: shaderSettings.samples
  296. }
  297. } );
  298. postprocessing.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight ), postprocessing.materialBokeh );
  299. postprocessing.quad.position.z = - 500;
  300. postprocessing.scene.add( postprocessing.quad );
  301. }
  302. function shaderUpdate() {
  303. postprocessing.materialBokeh.defines.RINGS = shaderSettings.rings;
  304. postprocessing.materialBokeh.defines.SAMPLES = shaderSettings.samples;
  305. postprocessing.materialBokeh.needsUpdate = true;
  306. }
  307. function animate() {
  308. requestAnimationFrame( animate, renderer.domElement );
  309. render();
  310. stats.update();
  311. }
  312. function linearize(depth) {
  313. var zfar = camera.far;
  314. var znear = camera.near;
  315. return -zfar * znear / (depth * (zfar - znear) - zfar);
  316. }
  317. function smoothstep(near, far, depth) {
  318. var x = saturate( (depth - near) / (far - near));
  319. return x * x * (3- 2*x);
  320. }
  321. function saturate(x) {
  322. return Math.max(0, Math.min(1, x));
  323. }
  324. function render() {
  325. var time = Date.now() * 0.00015;
  326. camera.position.x = Math.cos(time) * 400;
  327. camera.position.z = Math.sin(time) * 500;
  328. camera.position.y = Math.sin(time / 1.4) * 100;
  329. camera.lookAt( target );
  330. if ( effectController.jsDepthCalculation ) {
  331. vector.set( mouseX / windowHalfX, -mouseY / windowHalfY, 1 );
  332. vector.unproject( camera );
  333. var raycaster = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
  334. var intersects = raycaster.intersectObjects( scene.children, true );
  335. if ( intersects.length > 0 ) {
  336. var targetDistance = intersects[ 0 ].distance;
  337. distance += (targetDistance - distance) * 0.03;
  338. var sdistance = smoothstep(camera.near, camera.far, distance);
  339. var ldistance = linearize(1 - sdistance);
  340. // (Math.random() < 0.1) && console.log('moo', targetDistance, distance, ldistance);
  341. postprocessing.bokeh_uniforms[ 'focalDepth' ].value = ldistance;
  342. effectController['focalDepth'] = ldistance;
  343. }
  344. }
  345. for (i=0;i<leaves;i++) {
  346. plane = planes[i];
  347. plane.rotation.x += plane.rotation.dx;
  348. plane.rotation.y += plane.rotation.dy;
  349. plane.rotation.z += plane.rotation.dz;
  350. plane.position.y -= 2;
  351. plane.position.x += plane.position.dx;
  352. plane.position.z += plane.position.dz;
  353. if (plane.position.y < 0) plane.position.y += 300;
  354. }
  355. if ( postprocessing.enabled ) {
  356. renderer.clear();
  357. // Render scene into texture
  358. scene.overrideMaterial = null;
  359. renderer.render( scene, camera, postprocessing.rtTextureColor, true );
  360. // Render depth into texture
  361. scene.overrideMaterial = material_depth;
  362. renderer.render( scene, camera, postprocessing.rtTextureDepth, true );
  363. // Render bokeh composite
  364. renderer.render( postprocessing.scene, postprocessing.camera );
  365. } else {
  366. scene.overrideMaterial = null;
  367. renderer.clear();
  368. renderer.render( scene, camera );
  369. }
  370. }
  371. </script>
  372. </body>
  373. </html>