Files
three.js/examples/webgl_postprocessing_dof.html
T
Mr.doob fef3c084b1 Changed build setup:
build/Three.js - Includes all renderers + extras
	build/custom/ThreeCanvas.js - Canvas renderer only
	build/custom/ThreeDOM.js - DOM renderer only
	build/custom/ThreeSVG.js - SVG renderer only
	build/custom/ThreeWebGL.js - WebGL renderer only
	build/custom/ThreeExtras.js - Extras only

Moved `THREE.Detector.js` to `examples/js/Detector.js`.

Updated examples to reflect these changes.
2011-02-23 12:35:31 +00:00

339 lines
8.9 KiB
HTML

<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js - postprocessing - depth-of-field - webgl</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 images = ImageUtils.loadArray( urls );
var reflectionCube = new THREE.Texture( images );
parameters = { color: 0xff1100, env_map: reflectionCube, combine: THREE.MixOperationa, reflectivity: 0.3, 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 = { min_filter: THREE.LinearFilter, mag_filter: 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,
vertex_shader: bokeh_shader.vertex_shader,
fragment_shader: bokeh_shader.fragment_shader
} );
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 );
// 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 );
// Render bokeh composite
renderer.render( postprocessing.scene, postprocessing.camera );
} else {
renderer.clear();
renderer.render( scene, camera );
}
}
</script>
</body>
</html>