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. position: relative;
  24. top: 0px;
  25. width: 100em;
  26. margin: 0 auto -2.1em;
  27. padding: 5px;
  28. z-index:100;
  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/shaders/BokehShader2.js"></script>
  39. <script src="js/Detector.js"></script>
  40. <script src="js/libs/stats.min.js"></script>
  41. <script src='js/libs/dat.gui.min.js'></script>
  42. <div id="info">
  43. <a href="http://threejs.org" target="_blank">three.js</a> - webgl realistic depth-of-field bokeh example -
  44. shader ported from <a href="http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)">Martins Upitis</a>
  45. </div>
  46. <script>
  47. if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
  48. var container, stats;
  49. var camera, scene, renderer,
  50. material_depth;
  51. var windowHalfX = window.innerWidth / 2;
  52. var windowHalfY = window.innerHeight / 2;
  53. var height = window.innerHeight;
  54. var postprocessing = { enabled : true };
  55. var shaderSettings = {
  56. rings: 3,
  57. samples: 4
  58. };
  59. var singleMaterial = false;
  60. var mouse = new THREE.Vector2();
  61. var raycaster = new THREE.Raycaster();
  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.setPixelRatio( window.devicePixelRatio );
  78. renderer.setSize( window.innerWidth, height );
  79. renderer.sortObjects = false;
  80. container.appendChild( renderer.domElement );
  81. material_depth = new THREE.MeshDepthMaterial();
  82. //
  83. object = new THREE.Object3D();
  84. scene.add( object );
  85. var r = "textures/cube/Bridge2/";
  86. var urls = [ r + "posx.jpg", r + "negx.jpg",
  87. r + "posy.jpg", r + "negy.jpg",
  88. r + "posz.jpg", r + "negz.jpg" ];
  89. var textureCube = new THREE.CubeTextureLoader().load( urls );
  90. textureCube.format = THREE.RGBFormat;
  91. // Skybox
  92. var shader = THREE.ShaderLib[ "cube" ];
  93. shader.uniforms[ "tCube" ].value = textureCube;
  94. var material = new THREE.ShaderMaterial( {
  95. fragmentShader: shader.fragmentShader,
  96. vertexShader: shader.vertexShader,
  97. uniforms: shader.uniforms,
  98. depthWrite: false,
  99. side: THREE.BackSide
  100. } );
  101. mesh = new THREE.Mesh( new THREE.BoxGeometry( 1000, 1000, 1000 ), material );
  102. scene.add( mesh );
  103. // Focusing Floor
  104. // var planeGeometry = new THREE.PlaneBufferGeometry( 500, 500, 1, 1 );
  105. // var planeMat = new THREE.MeshPhongMaterial(
  106. // { map: texture }
  107. // );
  108. // var plane = new THREE.Mesh(planeGeometry, planeMat );
  109. // plane.rotation.x = - Math.PI / 2;
  110. // plane.position.y = - 5;
  111. // scene.add(plane);
  112. // Plane particles
  113. var planePiece = new THREE.PlaneBufferGeometry( 10, 10, 1, 1 );
  114. var planeMat = new THREE.MeshPhongMaterial( {
  115. color: 0xffffff * 0.4,
  116. shininess: 0.5,
  117. specular: 0xffffff,
  118. envMap: textureCube,
  119. side: THREE.DoubleSide
  120. } );
  121. var rand = Math.random;
  122. for (i=0;i<leaves;i++) {
  123. plane = new THREE.Mesh(planePiece, planeMat);
  124. plane.rotation.set(rand(), rand(), rand());
  125. plane.rotation.dx = rand() * 0.1;
  126. plane.rotation.dy = rand() * 0.1;
  127. plane.rotation.dz = rand() * 0.1;
  128. plane.position.set(rand() * 150, 0 + rand() * 300, rand() * 150);
  129. plane.position.dx = (rand() - 0.5 );
  130. plane.position.dz = (rand() - 0.5 );
  131. scene.add(plane);
  132. planes.push(plane);
  133. }
  134. // Adding Monkeys
  135. var loader2 = new THREE.JSONLoader();
  136. loader2.load( 'obj/Suzanne.js', function ( geometry ) {
  137. var material = new THREE.MeshPhongMaterial( {
  138. color: 0xffffff,
  139. specular:0xffffff,
  140. envMap: textureCube,
  141. combine: THREE.MultiplyOperation,
  142. shininess: 50,
  143. reflectivity: 1.0
  144. });
  145. var monkeys = 20;
  146. for ( var i = 0; i < monkeys; i ++ ) {
  147. var mesh = new THREE.Mesh( geometry, material );
  148. mesh.scale.multiplyScalar(30);
  149. mesh.position.z = Math.cos(i / monkeys * Math.PI * 2) * 200;
  150. mesh.position.y = Math.sin(i / monkeys * Math.PI * 3) * 20;
  151. mesh.position.x = Math.sin(i / monkeys * Math.PI * 2) * 200;
  152. mesh.rotation.x = Math.PI / 2;
  153. mesh.rotation.z = -i / monkeys * Math.PI * 2;
  154. object.add( mesh );
  155. }
  156. } );
  157. // Add Balls
  158. var geometry = new THREE.SphereGeometry( 1, 20, 20 );
  159. for ( var i = 0; i < 20; i ++ ) {
  160. // MeshPhongMaterial
  161. var ballmaterial = new THREE.MeshPhongMaterial( {
  162. color: 0xffffff * Math.random(),
  163. shininess: 0.5,
  164. specular: 0xffffff ,
  165. envMap: textureCube } );
  166. var mesh = new THREE.Mesh( geometry, ballmaterial );
  167. mesh.position.set(
  168. (Math.random() - 0.5) * 200,
  169. Math.random() * 50,
  170. (Math.random() - 0.5) * 200
  171. );
  172. mesh.scale.multiplyScalar(10);
  173. object.add( mesh );
  174. }
  175. // Lights
  176. // scene.add( new THREE.AmbientLight( 0xffffff ) );
  177. // light = new THREE.DirectionalLight( 0xffffff );
  178. // light.position.set( 1, 1, 1 );
  179. // scene.add( light );
  180. scene.add( new THREE.AmbientLight( 0x222222 ) );
  181. directionalLight = new THREE.DirectionalLight( 0xffffff, 2 );
  182. directionalLight.position.set( 2, 1.2, 10 ).normalize();
  183. scene.add( directionalLight );
  184. directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
  185. directionalLight.position.set( -2, 1.2, -10 ).normalize();
  186. scene.add( directionalLight );
  187. initPostprocessing();
  188. renderer.autoClear = false;
  189. renderer.domElement.style.position = 'absolute';
  190. renderer.domElement.style.left = "0px";
  191. stats = new Stats();
  192. stats.domElement.style.position = 'absolute';
  193. stats.domElement.style.top = '0px';
  194. container.appendChild( stats.domElement );
  195. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  196. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  197. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  198. effectController = {
  199. enabled: true,
  200. jsDepthCalculation: true,
  201. shaderFocus: false,
  202. fstop: 2.2,
  203. maxblur: 1.0,
  204. showFocus: false,
  205. focalDepth: 2.8,
  206. manualdof: false,
  207. vignetting: false,
  208. depthblur: false,
  209. threshold: 0.5,
  210. gain: 2.0,
  211. bias: 0.5,
  212. fringe: 0.7,
  213. focalLength: 35,
  214. noise: true,
  215. pentagon: false,
  216. dithering: 0.0001
  217. };
  218. var matChanger = function( ) {
  219. for (var e in effectController) {
  220. if (e in postprocessing.bokeh_uniforms)
  221. postprocessing.bokeh_uniforms[ e ].value = effectController[ e ];
  222. }
  223. postprocessing.enabled = effectController.enabled;
  224. postprocessing.bokeh_uniforms[ 'znear' ].value = camera.near;
  225. postprocessing.bokeh_uniforms[ 'zfar' ].value = camera.far;
  226. camera.setLens(effectController.focalLength);
  227. };
  228. var gui = new dat.GUI();
  229. gui.add( effectController, "enabled" ).onChange( matChanger );
  230. gui.add( effectController, "jsDepthCalculation" ).onChange( matChanger );
  231. gui.add( effectController, "shaderFocus" ).onChange( matChanger );
  232. gui.add( effectController, "focalDepth", 0.0, 200.0 ).listen().onChange( matChanger );
  233. gui.add( effectController, "fstop", 0.1, 22, 0.001 ).onChange( matChanger );
  234. gui.add( effectController, "maxblur", 0.0, 5.0, 0.025 ).onChange( matChanger );
  235. gui.add( effectController, "showFocus" ).onChange( matChanger );
  236. gui.add( effectController, "manualdof" ).onChange( matChanger );
  237. gui.add( effectController, "vignetting" ).onChange( matChanger );
  238. gui.add( effectController, "depthblur" ).onChange( matChanger );
  239. gui.add( effectController, "threshold", 0, 1, 0.001 ).onChange( matChanger );
  240. gui.add( effectController, "gain", 0, 100, 0.001 ).onChange( matChanger );
  241. gui.add( effectController, "bias", 0,3, 0.001 ).onChange( matChanger );
  242. gui.add( effectController, "fringe", 0, 5, 0.001 ).onChange( matChanger );
  243. gui.add( effectController, "focalLength", 16, 80, 0.001 ).onChange( matChanger );
  244. gui.add( effectController, "noise" ).onChange( matChanger );
  245. gui.add( effectController, "dithering", 0, 0.001, 0.0001 ).onChange( matChanger );
  246. gui.add( effectController, "pentagon" ).onChange( matChanger );
  247. gui.add( shaderSettings, "rings", 1, 8).step(1).onChange( shaderUpdate );
  248. gui.add( shaderSettings, "samples", 1, 13).step(1).onChange( shaderUpdate );
  249. matChanger();
  250. window.addEventListener( 'resize', onWindowResize, false );
  251. }
  252. function onWindowResize() {
  253. camera.aspect = window.innerWidth / window.innerHeight;
  254. camera.updateProjectionMatrix();
  255. renderer.setSize( window.innerWidth, window.innerHeight );
  256. }
  257. function onDocumentMouseMove( event ) {
  258. mouse.x = ( event.clientX - windowHalfX ) / windowHalfX;
  259. mouse.y = - ( event.clientY - windowHalfY ) / windowHalfY;
  260. postprocessing.bokeh_uniforms[ 'focusCoords' ].value.set(event.clientX / window.innerWidth, 1-event.clientY / window.innerHeight);
  261. }
  262. function onDocumentTouchStart( event ) {
  263. if ( event.touches.length == 1 ) {
  264. event.preventDefault();
  265. mouse.x = ( event.touches[ 0 ].pageX - windowHalfX ) / windowHalfX;
  266. mouse.y = - ( event.touches[ 0 ].pageY - windowHalfY ) / windowHalfY;
  267. }
  268. }
  269. function onDocumentTouchMove( event ) {
  270. if ( event.touches.length == 1 ) {
  271. event.preventDefault();
  272. mouse.x = ( event.touches[ 0 ].pageX - windowHalfX ) / windowHalfX;
  273. mouse.y = - ( event.touches[ 0 ].pageY - windowHalfY ) / windowHalfY;
  274. }
  275. }
  276. function initPostprocessing() {
  277. postprocessing.scene = new THREE.Scene();
  278. postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  279. postprocessing.camera.position.z = 100;
  280. postprocessing.scene.add( postprocessing.camera );
  281. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  282. postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
  283. postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
  284. var bokeh_shader = THREE.BokehShader;
  285. postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone( bokeh_shader.uniforms );
  286. postprocessing.bokeh_uniforms[ "tColor" ].value = postprocessing.rtTextureColor;
  287. postprocessing.bokeh_uniforms[ "tDepth" ].value = postprocessing.rtTextureDepth;
  288. postprocessing.bokeh_uniforms[ "textureWidth" ].value = window.innerWidth;
  289. postprocessing.bokeh_uniforms[ "textureHeight" ].value = height;
  290. postprocessing.materialBokeh = new THREE.ShaderMaterial( {
  291. uniforms: postprocessing.bokeh_uniforms,
  292. vertexShader: bokeh_shader.vertexShader,
  293. fragmentShader: bokeh_shader.fragmentShader,
  294. defines: {
  295. RINGS: shaderSettings.rings,
  296. SAMPLES: shaderSettings.samples
  297. }
  298. } );
  299. postprocessing.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight ), postprocessing.materialBokeh );
  300. postprocessing.quad.position.z = - 500;
  301. postprocessing.scene.add( postprocessing.quad );
  302. }
  303. function shaderUpdate() {
  304. postprocessing.materialBokeh.defines.RINGS = shaderSettings.rings;
  305. postprocessing.materialBokeh.defines.SAMPLES = shaderSettings.samples;
  306. postprocessing.materialBokeh.needsUpdate = true;
  307. }
  308. function animate() {
  309. requestAnimationFrame( animate, renderer.domElement );
  310. render();
  311. stats.update();
  312. }
  313. function linearize(depth) {
  314. var zfar = camera.far;
  315. var znear = camera.near;
  316. return -zfar * znear / (depth * (zfar - znear) - zfar);
  317. }
  318. function smoothstep(near, far, depth) {
  319. var x = saturate( (depth - near) / (far - near));
  320. return x * x * (3- 2*x);
  321. }
  322. function saturate(x) {
  323. return Math.max(0, Math.min(1, x));
  324. }
  325. function render() {
  326. var time = Date.now() * 0.00015;
  327. camera.position.x = Math.cos(time) * 400;
  328. camera.position.z = Math.sin(time) * 500;
  329. camera.position.y = Math.sin(time / 1.4) * 100;
  330. camera.lookAt( target );
  331. camera.updateMatrixWorld();
  332. if ( effectController.jsDepthCalculation ) {
  333. raycaster.setFromCamera( mouse, camera );
  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>