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/WebGL.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 ( WEBGL.isWebGLAvailable() === false ) {
  48. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  49. }
  50. var container, stats;
  51. var camera, scene, renderer, materialDepth;
  52. var windowHalfX = window.innerWidth / 2;
  53. var windowHalfY = window.innerHeight / 2;
  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 / window.innerHeight, 1, 3000 );
  73. camera.position.y = 150;
  74. camera.position.z = 450;
  75. scene = new THREE.Scene();
  76. scene.add( camera );
  77. renderer = new THREE.WebGLRenderer();
  78. renderer.setPixelRatio( window.devicePixelRatio );
  79. renderer.setSize( window.innerWidth, window.innerHeight );
  80. renderer.autoClear = false;
  81. container.appendChild( renderer.domElement );
  82. var depthShader = THREE.BokehDepthShader;
  83. materialDepth = new THREE.ShaderMaterial( {
  84. uniforms: depthShader.uniforms,
  85. vertexShader: depthShader.vertexShader,
  86. fragmentShader: depthShader.fragmentShader
  87. } );
  88. materialDepth.uniforms[ 'mNear' ].value = camera.near;
  89. materialDepth.uniforms[ 'mFar' ].value = camera.far;
  90. // skybox
  91. var r = 'textures/cube/Bridge2/';
  92. var urls = [ r + 'posx.jpg', r + 'negx.jpg',
  93. r + 'posy.jpg', r + 'negy.jpg',
  94. r + 'posz.jpg', r + 'negz.jpg' ];
  95. var textureCube = new THREE.CubeTextureLoader().load( urls );
  96. textureCube.format = THREE.RGBFormat;
  97. var shader = THREE.ShaderLib[ 'cube' ];
  98. shader.uniforms[ 'tCube' ].value = textureCube;
  99. var skyMaterial = new THREE.ShaderMaterial( {
  100. fragmentShader: shader.fragmentShader,
  101. vertexShader: shader.vertexShader,
  102. uniforms: shader.uniforms,
  103. depthWrite: false,
  104. side: THREE.BackSide
  105. } );
  106. var sky = new THREE.Mesh( new THREE.BoxBufferGeometry( 1000, 1000, 1000 ), skyMaterial );
  107. scene.add( sky );
  108. // plane particles
  109. var planePiece = new THREE.PlaneBufferGeometry( 10, 10, 1, 1 );
  110. var planeMat = new THREE.MeshPhongMaterial( {
  111. color: 0xffffff * 0.4,
  112. shininess: 0.5,
  113. specular: 0xffffff,
  114. envMap: textureCube,
  115. side: THREE.DoubleSide
  116. } );
  117. var rand = Math.random;
  118. for ( var i = 0; i < leaves; i ++ ) {
  119. var plane = new THREE.Mesh( planePiece, planeMat );
  120. plane.rotation.set( rand(), rand(), rand() );
  121. plane.rotation.dx = rand() * 0.1;
  122. plane.rotation.dy = rand() * 0.1;
  123. plane.rotation.dz = rand() * 0.1;
  124. plane.position.set( rand() * 150, 0 + rand() * 300, rand() * 150 );
  125. plane.position.dx = (rand() - 0.5 );
  126. plane.position.dz = (rand() - 0.5 );
  127. scene.add( plane );
  128. planes.push( plane );
  129. }
  130. // adding Monkeys
  131. var loader2 = new THREE.BufferGeometryLoader();
  132. loader2.load( 'models/json/suzanne_buffergeometry.json', function ( geometry ) {
  133. geometry.computeVertexNormals();
  134. var material = new THREE.MeshPhongMaterial( {
  135. specular: 0xffffff,
  136. envMap: textureCube,
  137. shininess: 50,
  138. reflectivity: 1.0,
  139. flatShading: true
  140. });
  141. var monkeys = 20;
  142. for ( var i = 0; i < monkeys; i ++ ) {
  143. var mesh = new THREE.Mesh( geometry, material );
  144. mesh.position.z = Math.cos( i / monkeys * Math.PI * 2 ) * 200;
  145. mesh.position.y = Math.sin( i / monkeys * Math.PI * 3 ) * 20;
  146. mesh.position.x = Math.sin( i / monkeys * Math.PI * 2 ) * 200;
  147. mesh.rotation.y = i / monkeys * Math.PI * 2;
  148. mesh.scale.setScalar( 30 );
  149. scene.add( mesh );
  150. }
  151. } );
  152. // add balls
  153. var geometry = new THREE.SphereBufferGeometry( 1, 20, 20 );
  154. for ( var i = 0; i < 20; i ++ ) {
  155. var ballmaterial = new THREE.MeshPhongMaterial( {
  156. color: 0xffffff * Math.random(),
  157. shininess: 0.5,
  158. specular: 0xffffff ,
  159. envMap: textureCube } );
  160. var mesh = new THREE.Mesh( geometry, ballmaterial );
  161. mesh.position.x = ( Math.random() - 0.5 ) * 200;
  162. mesh.position.y = Math.random() * 50;
  163. mesh.position.z = ( Math.random() - 0.5 ) * 200;
  164. mesh.scale.multiplyScalar( 10 );
  165. scene.add( mesh );
  166. }
  167. // lights
  168. scene.add( new THREE.AmbientLight( 0x222222 ) );
  169. var directionalLight = new THREE.DirectionalLight( 0xffffff, 2 );
  170. directionalLight.position.set( 2, 1.2, 10 ).normalize();
  171. scene.add( directionalLight );
  172. var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
  173. directionalLight.position.set( - 2, 1.2, -10 ).normalize();
  174. scene.add( directionalLight );
  175. initPostprocessing();
  176. stats = new Stats();
  177. container.appendChild( stats.dom );
  178. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  179. document.addEventListener( 'touchstart', onDocumentTouchStart, false );
  180. document.addEventListener( 'touchmove', onDocumentTouchMove, false );
  181. effectController = {
  182. enabled: true,
  183. jsDepthCalculation: true,
  184. shaderFocus: false,
  185. fstop: 2.2,
  186. maxblur: 1.0,
  187. showFocus: false,
  188. focalDepth: 2.8,
  189. manualdof: false,
  190. vignetting: false,
  191. depthblur: false,
  192. threshold: 0.5,
  193. gain: 2.0,
  194. bias: 0.5,
  195. fringe: 0.7,
  196. focalLength: 35,
  197. noise: true,
  198. pentagon: false,
  199. dithering: 0.0001
  200. };
  201. var matChanger = function() {
  202. for ( var e in effectController ) {
  203. if ( e in postprocessing.bokeh_uniforms ) {
  204. postprocessing.bokeh_uniforms[ e ].value = effectController[ e ];
  205. }
  206. }
  207. postprocessing.enabled = effectController.enabled;
  208. postprocessing.bokeh_uniforms[ 'znear' ].value = camera.near;
  209. postprocessing.bokeh_uniforms[ 'zfar' ].value = camera.far;
  210. camera.setFocalLength(effectController.focalLength);
  211. };
  212. var gui = new dat.GUI();
  213. gui.add( effectController, 'enabled' ).onChange( matChanger );
  214. gui.add( effectController, 'jsDepthCalculation' ).onChange( matChanger );
  215. gui.add( effectController, 'shaderFocus' ).onChange( matChanger );
  216. gui.add( effectController, 'focalDepth', 0.0, 200.0 ).listen().onChange( matChanger );
  217. gui.add( effectController, 'fstop', 0.1, 22, 0.001 ).onChange( matChanger );
  218. gui.add( effectController, 'maxblur', 0.0, 5.0, 0.025 ).onChange( matChanger );
  219. gui.add( effectController, 'showFocus' ).onChange( matChanger );
  220. gui.add( effectController, 'manualdof' ).onChange( matChanger );
  221. gui.add( effectController, 'vignetting' ).onChange( matChanger );
  222. gui.add( effectController, 'depthblur' ).onChange( matChanger );
  223. gui.add( effectController, 'threshold', 0, 1, 0.001 ).onChange( matChanger );
  224. gui.add( effectController, 'gain', 0, 100, 0.001 ).onChange( matChanger );
  225. gui.add( effectController, 'bias', 0,3, 0.001 ).onChange( matChanger );
  226. gui.add( effectController, 'fringe', 0, 5, 0.001 ).onChange( matChanger );
  227. gui.add( effectController, 'focalLength', 16, 80, 0.001 ).onChange( matChanger );
  228. gui.add( effectController, 'noise' ).onChange( matChanger );
  229. gui.add( effectController, 'dithering', 0, 0.001, 0.0001 ).onChange( matChanger );
  230. gui.add( effectController, 'pentagon' ).onChange( matChanger );
  231. gui.add( shaderSettings, 'rings', 1, 8).step(1).onChange( shaderUpdate );
  232. gui.add( shaderSettings, 'samples', 1, 13).step(1).onChange( shaderUpdate );
  233. matChanger();
  234. window.addEventListener( 'resize', onWindowResize, false );
  235. }
  236. function onWindowResize() {
  237. camera.aspect = window.innerWidth / window.innerHeight;
  238. camera.updateProjectionMatrix();
  239. renderer.setSize( window.innerWidth, window.innerHeight );
  240. }
  241. function onDocumentMouseMove( event ) {
  242. mouse.x = ( event.clientX - windowHalfX ) / windowHalfX;
  243. mouse.y = - ( event.clientY - windowHalfY ) / windowHalfY;
  244. postprocessing.bokeh_uniforms[ 'focusCoords' ].value.set( event.clientX / window.innerWidth, 1 - ( event.clientY / window.innerHeight ) );
  245. }
  246. function onDocumentTouchStart( event ) {
  247. if ( event.touches.length == 1 ) {
  248. event.preventDefault();
  249. mouse.x = ( event.touches[ 0 ].pageX - windowHalfX ) / windowHalfX;
  250. mouse.y = - ( event.touches[ 0 ].pageY - windowHalfY ) / windowHalfY;
  251. }
  252. }
  253. function onDocumentTouchMove( event ) {
  254. if ( event.touches.length == 1 ) {
  255. event.preventDefault();
  256. mouse.x = ( event.touches[ 0 ].pageX - windowHalfX ) / windowHalfX;
  257. mouse.y = - ( event.touches[ 0 ].pageY - windowHalfY ) / windowHalfY;
  258. }
  259. }
  260. function initPostprocessing() {
  261. postprocessing.scene = new THREE.Scene();
  262. postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
  263. postprocessing.camera.position.z = 100;
  264. postprocessing.scene.add( postprocessing.camera );
  265. var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
  266. postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
  267. postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
  268. var bokeh_shader = THREE.BokehShader;
  269. postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone( bokeh_shader.uniforms );
  270. postprocessing.bokeh_uniforms[ 'tColor' ].value = postprocessing.rtTextureColor.texture;
  271. postprocessing.bokeh_uniforms[ 'tDepth' ].value = postprocessing.rtTextureDepth.texture;
  272. postprocessing.bokeh_uniforms[ 'textureWidth' ].value = window.innerWidth;
  273. postprocessing.bokeh_uniforms[ 'textureHeight' ].value = window.innerHeight;
  274. postprocessing.materialBokeh = new THREE.ShaderMaterial( {
  275. uniforms: postprocessing.bokeh_uniforms,
  276. vertexShader: bokeh_shader.vertexShader,
  277. fragmentShader: bokeh_shader.fragmentShader,
  278. defines: {
  279. RINGS: shaderSettings.rings,
  280. SAMPLES: shaderSettings.samples
  281. }
  282. } );
  283. postprocessing.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight ), postprocessing.materialBokeh );
  284. postprocessing.quad.position.z = - 500;
  285. postprocessing.scene.add( postprocessing.quad );
  286. }
  287. function shaderUpdate() {
  288. postprocessing.materialBokeh.defines.RINGS = shaderSettings.rings;
  289. postprocessing.materialBokeh.defines.SAMPLES = shaderSettings.samples;
  290. postprocessing.materialBokeh.needsUpdate = true;
  291. }
  292. function animate() {
  293. requestAnimationFrame( animate, renderer.domElement );
  294. render();
  295. stats.update();
  296. }
  297. function linearize( depth ) {
  298. var zfar = camera.far;
  299. var znear = camera.near;
  300. return - zfar * znear / ( depth * ( zfar - znear ) - zfar );
  301. }
  302. function smoothstep( near, far, depth ) {
  303. var x = saturate( ( depth - near ) / ( far - near ) );
  304. return x * x * ( 3 - 2 * x );
  305. }
  306. function saturate( x ) {
  307. return Math.max( 0, Math.min( 1, x ) );
  308. }
  309. function render() {
  310. var time = Date.now() * 0.00015;
  311. camera.position.x = Math.cos( time ) * 400;
  312. camera.position.z = Math.sin( time ) * 500;
  313. camera.position.y = Math.sin( time / 1.4 ) * 100;
  314. camera.lookAt( target );
  315. camera.updateMatrixWorld();
  316. if ( effectController.jsDepthCalculation ) {
  317. raycaster.setFromCamera( mouse, camera );
  318. var intersects = raycaster.intersectObjects( scene.children, true );
  319. if ( intersects.length > 0 ) {
  320. var targetDistance = intersects[ 0 ].distance;
  321. distance += (targetDistance - distance) * 0.03;
  322. var sdistance = smoothstep(camera.near, camera.far, distance);
  323. var ldistance = linearize(1 - sdistance);
  324. postprocessing.bokeh_uniforms[ 'focalDepth' ].value = ldistance;
  325. effectController['focalDepth'] = ldistance;
  326. }
  327. }
  328. for ( var i = 0; i < leaves; i ++ ) {
  329. var plane = planes[ i ];
  330. plane.rotation.x += plane.rotation.dx;
  331. plane.rotation.y += plane.rotation.dy;
  332. plane.rotation.z += plane.rotation.dz;
  333. plane.position.y -= 2;
  334. plane.position.x += plane.position.dx;
  335. plane.position.z += plane.position.dz;
  336. if ( plane.position.y < 0 ) plane.position.y += 300;
  337. }
  338. if ( postprocessing.enabled ) {
  339. renderer.clear();
  340. // render scene into texture
  341. renderer.render( scene, camera, postprocessing.rtTextureColor, true );
  342. // render depth into texture
  343. scene.overrideMaterial = materialDepth;
  344. renderer.render( scene, camera, postprocessing.rtTextureDepth, true );
  345. scene.overrideMaterial = null;
  346. // render bokeh composite
  347. renderer.render( postprocessing.scene, postprocessing.camera );
  348. } else {
  349. scene.overrideMaterial = null;
  350. renderer.clear();
  351. renderer.render( scene, camera );
  352. }
  353. }
  354. </script>
  355. </body>
  356. </html>