Files
three.js/examples/webgl_postprocessing_dof.html
T
Mr.doob 76e7ea3461 Added namespace to all the objects that missed it (geometries, uniforms, etc)
WebGLRenderer antialias is off by default (considering Firefox doesn't support it...)
Formatting clean up here and there
2011-04-09 12:38:39 +01:00

337 lines
8.7 KiB
HTML

<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js webgl - postprocessing - depth-of-field</title>
<meta charset="utf-8">
<style type="text/css">
body {
background-color: #000000;
margin: 0px;
overflow: hidden;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
text-align:center;
}
a {
color:#0078ff;
}
#info {
color:#fff;
position: absolute;
top: 0px; width: 100%;
padding: 5px;
z-index:100;
}
</style>
</head>
<body>
<script type="text/javascript" src="../build/Three.js"></script>
<script type="text/javascript" src="js/Detector.js"></script>
<script type="text/javascript" src="js/RequestAnimationFrame.js"></script>
<script type="text/javascript" src="js/ShaderExtras.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>
<link href="js/gui/gui.css" media="screen" rel="stylesheet" type="text/css" />
<script type="text/javascript" src="js/gui/gui.min.js"></script>
<div id="info">
<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - webgl depth-of-field with bokeh example -
shader by <a href="http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html">Martins Upitis</a>
</div>
<script type="text/javascript">
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer,
materials = [], objects = [],
singleMaterial, zmaterial = [],
parameters, i, j, k, h, color, x, y, z, s, n, nobjects,
material_depth, cubeMaterial;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var height = window.innerHeight - 300;
var postprocessing = { enabled : true };
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.Camera( 70, window.innerWidth / height, 1, 3000 );
camera.position.z = 200;
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setSize( window.innerWidth, height );
container.appendChild( renderer.domElement );
material_depth = new THREE.MeshDepthMaterial();
var path = "textures/cube/SwedishRoyalCastle/";
var format = '.jpg';
var urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
var textureCube = THREE.ImageUtils.loadTextureCube( urls );
parameters = { color: 0xff1100, envMap: textureCube, shading: THREE.FlatShading };
cubeMaterial = new THREE.MeshBasicMaterial( parameters );
singleMaterial = false;
if( singleMaterial ) zmaterial = [ cubeMaterial ];
//var geo = new THREE.Cube( 1, 1, 1 );
//var geo = new THREE.Icosahedron( 2 );
var geo = new THREE.Sphere( 1, 20, 10 );
var start = new Date().getTime();
renderer.initMaterial( cubeMaterial, scene.lights, scene.fog );
var xgrid = 14,
ygrid = 9,
zgrid = 14;
nobjects = xgrid * ygrid * zgrid;
c = 0;
//var s = 0.25;
var s = 60;
for ( i = 0; i < xgrid; i++ )
for ( j = 0; j < ygrid; j++ )
for ( k = 0; k < zgrid; k++ ) {
if ( singleMaterial ) {
mesh = new THREE.Mesh( geo, zmaterial );
} else {
materials[ c ] = new THREE.MeshBasicMaterial( parameters );
mesh = new THREE.Mesh( geo, materials[ c ] );
renderer.initMaterial( materials[ c ], scene.lights, scene.fog, mesh );
}
x = 200 * ( i - xgrid/2 );
y = 200 * ( j - ygrid/2 );
z = 200 * ( k - zgrid/2 );
mesh.position.set( x, y, z );
mesh.scale.set( s, s, s );
mesh.matrixAutoUpdate = false;
mesh.updateMatrix();
scene.addObject( mesh );
objects.push( mesh );
c++;
}
//console.log("init time: ", new Date().getTime() - start );
scene.matrixAutoUpdate = false;
initPostprocessing();
renderer.autoClear = false;
renderer.domElement.style.position = 'absolute';
renderer.domElement.style.top = "150px";
renderer.domElement.style.left = "0px";
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
var effectController = {
focus: 1.0,
aperture: 0.025,
maxblur: 1.0
};
var matChanger = function( ) {
postprocessing.bokeh_uniforms["focus"].value = effectController.focus;
postprocessing.bokeh_uniforms["aperture"].value = effectController.aperture;
postprocessing.bokeh_uniforms["maxblur"].value = effectController.maxblur;
};
var gui = new GUI();
gui.add( effectController, "focus", 0.0, 3.0, 0.025 ).onChange( matChanger );
gui.add( effectController, "aperture", 0.001, 0.2, 0.001 ).onChange( matChanger );
gui.add( effectController, "maxblur", 0.0, 3.0, 0.025 ).onChange( matChanger );
}
function onDocumentMouseMove( event ) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
}
function onDocumentTouchStart( event ) {
if ( event.touches.length == 1 ) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
mouseY = event.touches[ 0 ].pageY - windowHalfY;
}
}
function onDocumentTouchMove( event ) {
if ( event.touches.length == 1 ) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
mouseY = event.touches[ 0 ].pageY - windowHalfY;
}
}
function initPostprocessing() {
postprocessing.scene = new THREE.Scene();
postprocessing.camera = new THREE.Camera();
postprocessing.camera.projectionMatrix = THREE.Matrix4.makeOrtho( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, -10000, 10000 );
postprocessing.camera.position.z = 100;
var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
var bokeh_shader = ShaderExtras["bokeh"];
postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone( bokeh_shader.uniforms );
postprocessing.bokeh_uniforms["tColor"].texture = postprocessing.rtTextureColor;
postprocessing.bokeh_uniforms["tDepth"].texture = postprocessing.rtTextureDepth;
postprocessing.bokeh_uniforms["focus"].value = 1.1;
postprocessing.bokeh_uniforms["aspect"].value = window.innerWidth / height;
postprocessing.materialBokeh = new THREE.MeshShaderMaterial( {
uniforms: postprocessing.bokeh_uniforms,
vertexShader: bokeh_shader.vertexShader,
fragmentShader: bokeh_shader.fragmentShader
} );
postprocessing.quad = new THREE.Mesh( new THREE.Plane( window.innerWidth, window.innerHeight ), postprocessing.materialBokeh );
postprocessing.quad.position.z = - 500;
postprocessing.scene.addObject( postprocessing.quad );
}
function animate() {
requestAnimationFrame( animate, renderer.domElement );
render();
stats.update();
}
function render() {
var time = new Date().getTime() * 0.00005;
camera.position.x += ( mouseX - camera.position.x ) * 0.036;
camera.position.y += ( - (mouseY) - camera.position.y ) * 0.036;
if ( !singleMaterial ) {
for( i = 0; i < nobjects; i++ ) {
h = ( 360 * ( i/nobjects + time ) % 360 ) / 360;
//materials[ i ].color.setHSV( h, 0.5 + 0.5 * ( i % 20 / 20 ), 1 );
materials[ i ].color.setHSV( h, 1, 1 );
}
}
if ( postprocessing.enabled ) {
renderer.clear();
// Render scene into texture
if ( singleMaterial )
zmaterial[ 0 ] = cubeMaterial;
else
for( i = 0; i < nobjects; i++ ) objects[ i ].materials[ 0 ] = materials[ i ];
renderer.render( scene, camera, postprocessing.rtTextureColor, true );
// Render depth into texture
if ( singleMaterial )
zmaterial[ 0 ] = material_depth;
else
for( i = 0; i < nobjects; i++ ) objects[i].materials[ 0 ] = material_depth;
renderer.render( scene, camera, postprocessing.rtTextureDepth, true );
// Render bokeh composite
renderer.render( postprocessing.scene, postprocessing.camera );
} else {
renderer.clear();
renderer.render( scene, camera );
}
}
</script>
</body>
</html>