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