Files
three.js/examples/webgl_postprocessing_dof.html
T
alteredq 2294094adf Cleaned up a bit WebGLRenderer.
Clearing API for rendering to RenderTarget is now flipped: before forced clearing of render target was default, now no clearing is default.

New way of doing things saves one extra duplicitous clear call when switching render targets (like when doing postprocessing).

(doing documentation is indeed turning out to be useful)
2011-03-06 19:39:32 +01:00

337 lines
8.8 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, material_base, 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();
/*
var light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 0.5, 1 );
light.position.normalize();
scene.addLight( light );
*/
renderer = new THREE.WebGLRenderer();
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 = ImageUtils.loadTextureCube( urls );
parameters = { color: 0xff1100, envMap: textureCube, shading: THREE.FlatShading };
//parameters = { color: 0xff1100, shading: THREE.FlatShading };
cubeMaterial = new THREE.MeshBasicMaterial( parameters );
singleMaterial = false;
if( singleMaterial ) zmaterial = [ cubeMaterial ];
//var geo = new Cube( 1, 1, 1 );
var geo = new Sphere( 1, 20, 10 );
//var geo = new Icosahedron( 2 );
material_base = cubeMaterial;
renderer.initMaterial( material_base, 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++ ) {
materials[c] = new THREE.MeshBasicMaterial( parameters );
materials[c].program = material_base.program;
materials[c].uniforms = Uniforms.clone( THREE.ShaderLib[ 'basic' ].uniforms );
if ( singleMaterial )
mesh = new THREE.Mesh( geo, zmaterial );
else
mesh = new THREE.Mesh( geo, materials[c] );
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++;
}
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 };
postprocessing.rtTextureDepth = new THREE.RenderTarget( window.innerWidth, height, pars );
postprocessing.rtTextureColor = new THREE.RenderTarget( window.innerWidth, height, pars );
var bokeh_shader = ShaderExtras["bokeh"];
postprocessing.bokeh_uniforms = Uniforms.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 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;
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 = [ 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 = [ 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>