Files
three.js/examples/webgl_postprocessing_dof.html
T
alteredq 942a6c89c9 Updated Clock to be more compatible with Timer (now uses seconds and getDelta API).
Lots of code got cleaner with seconds, seems we used them before all around.

Also changed examples that didn't need deltas to simple Date.now() plus some more examples cleaning, trying to get rid of obsolescence warnings.
2011-10-15 00:57:50 +02:00

331 lines
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HTML

<!doctype html>
<html lang="en">
<head>
<title>three.js webgl - postprocessing - depth-of-field</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
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 src="../build/Three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/RequestAnimationFrame.js"></script>
<script src="js/ShaderExtras.js"></script>
<script src="js/Stats.js"></script>
<link href="js/gui/gui.css" media="screen" rel="stylesheet" type="text/css" />
<script 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>
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.PerspectiveCamera( 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 );
renderer.sortObjects = false;
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.CubeGeometry( 1, 1, 1 );
//var geo = new THREE.IcosahedronGeometry( 2 );
var geo = new THREE.SphereGeometry( 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.add( 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.OrthographicCamera( 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 = THREE.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.ShaderMaterial( {
uniforms: postprocessing.bokeh_uniforms,
vertexShader: bokeh_shader.vertexShader,
fragmentShader: bokeh_shader.fragmentShader
} );
postprocessing.quad = new THREE.Mesh( new THREE.PlaneGeometry( window.innerWidth, window.innerHeight ), postprocessing.materialBokeh );
postprocessing.quad.position.z = - 500;
postprocessing.scene.add( postprocessing.quad );
}
function animate() {
requestAnimationFrame( animate, renderer.domElement );
render();
stats.update();
}
function render() {
var time = Date.now() * 0.00005;
camera.position.x += ( mouseX - camera.position.x ) * 0.036;
camera.position.y += ( - (mouseY) - camera.position.y ) * 0.036;
camera.lookAt( scene.position );
if ( !singleMaterial ) {
for( i = 0; i < nobjects; i ++ ) {
h = ( 360 * ( i / nobjects + time ) % 360 ) / 360;
materials[ i ].color.setHSV( h, 1, 1 );
}
}
if ( postprocessing.enabled ) {
renderer.clear();
// Render scene into texture
scene.overrideMaterial = null;
renderer.render( scene, camera, postprocessing.rtTextureColor, true );
// Render depth into texture
scene.overrideMaterial = 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>