You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
487 lines
14 KiB
487 lines
14 KiB
2 years ago
|
<!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">
|
||
|
<link type="text/css" rel="stylesheet" href="main.css">
|
||
|
</head>
|
||
|
<body>
|
||
|
<div id="info">
|
||
|
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl realistic depth-of-field bokeh example<br/>
|
||
|
shader ported from <a href="http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)">Martins Upitis</a>
|
||
|
</div>
|
||
|
|
||
|
<!-- Import maps polyfill -->
|
||
|
<!-- Remove this when import maps will be widely supported -->
|
||
|
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
|
||
|
|
||
|
<script type="importmap">
|
||
|
{
|
||
|
"imports": {
|
||
|
"three": "../build/three.module.js",
|
||
|
"three/addons/": "./jsm/"
|
||
|
}
|
||
|
}
|
||
|
</script>
|
||
|
|
||
|
<script type="module">
|
||
|
|
||
|
import * as THREE from 'three';
|
||
|
|
||
|
import Stats from 'three/addons/libs/stats.module.js';
|
||
|
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
|
||
|
|
||
|
import { BokehShader, BokehDepthShader } from 'three/addons/shaders/BokehShader2.js';
|
||
|
|
||
|
let container, stats;
|
||
|
let camera, scene, renderer, materialDepth;
|
||
|
|
||
|
let windowHalfX = window.innerWidth / 2;
|
||
|
let windowHalfY = window.innerHeight / 2;
|
||
|
|
||
|
let distance = 100;
|
||
|
let effectController;
|
||
|
|
||
|
const postprocessing = { enabled: true };
|
||
|
|
||
|
const shaderSettings = {
|
||
|
rings: 3,
|
||
|
samples: 4
|
||
|
};
|
||
|
|
||
|
const mouse = new THREE.Vector2();
|
||
|
const raycaster = new THREE.Raycaster();
|
||
|
const target = new THREE.Vector3( 0, 20, - 50 );
|
||
|
const planes = [];
|
||
|
const leaves = 100;
|
||
|
|
||
|
init();
|
||
|
animate();
|
||
|
|
||
|
function init() {
|
||
|
|
||
|
container = document.createElement( 'div' );
|
||
|
document.body.appendChild( container );
|
||
|
|
||
|
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 3000 );
|
||
|
|
||
|
camera.position.y = 150;
|
||
|
camera.position.z = 450;
|
||
|
|
||
|
scene = new THREE.Scene();
|
||
|
scene.add( camera );
|
||
|
|
||
|
renderer = new THREE.WebGLRenderer();
|
||
|
renderer.setPixelRatio( window.devicePixelRatio );
|
||
|
renderer.setSize( window.innerWidth, window.innerHeight );
|
||
|
renderer.autoClear = false;
|
||
|
container.appendChild( renderer.domElement );
|
||
|
|
||
|
const depthShader = BokehDepthShader;
|
||
|
|
||
|
materialDepth = new THREE.ShaderMaterial( {
|
||
|
uniforms: depthShader.uniforms,
|
||
|
vertexShader: depthShader.vertexShader,
|
||
|
fragmentShader: depthShader.fragmentShader
|
||
|
} );
|
||
|
|
||
|
materialDepth.uniforms[ 'mNear' ].value = camera.near;
|
||
|
materialDepth.uniforms[ 'mFar' ].value = camera.far;
|
||
|
|
||
|
// skybox
|
||
|
|
||
|
const r = 'textures/cube/Bridge2/';
|
||
|
const urls = [ r + 'posx.jpg', r + 'negx.jpg',
|
||
|
r + 'posy.jpg', r + 'negy.jpg',
|
||
|
r + 'posz.jpg', r + 'negz.jpg' ];
|
||
|
|
||
|
const textureCube = new THREE.CubeTextureLoader().load( urls );
|
||
|
|
||
|
scene.background = textureCube;
|
||
|
|
||
|
// plane particles
|
||
|
|
||
|
const planePiece = new THREE.PlaneGeometry( 10, 10, 1, 1 );
|
||
|
|
||
|
const planeMat = new THREE.MeshPhongMaterial( {
|
||
|
color: 0xffffff * 0.4,
|
||
|
shininess: 0.5,
|
||
|
specular: 0xffffff,
|
||
|
envMap: textureCube,
|
||
|
side: THREE.DoubleSide
|
||
|
} );
|
||
|
|
||
|
const rand = Math.random;
|
||
|
|
||
|
for ( let i = 0; i < leaves; i ++ ) {
|
||
|
|
||
|
const plane = new THREE.Mesh( planePiece, planeMat );
|
||
|
plane.rotation.set( rand(), rand(), rand() );
|
||
|
plane.rotation.dx = rand() * 0.1;
|
||
|
plane.rotation.dy = rand() * 0.1;
|
||
|
plane.rotation.dz = rand() * 0.1;
|
||
|
|
||
|
plane.position.set( rand() * 150, 0 + rand() * 300, rand() * 150 );
|
||
|
plane.position.dx = ( rand() - 0.5 );
|
||
|
plane.position.dz = ( rand() - 0.5 );
|
||
|
scene.add( plane );
|
||
|
planes.push( plane );
|
||
|
|
||
|
}
|
||
|
|
||
|
// adding Monkeys
|
||
|
|
||
|
const loader2 = new THREE.BufferGeometryLoader();
|
||
|
loader2.load( 'models/json/suzanne_buffergeometry.json', function ( geometry ) {
|
||
|
|
||
|
geometry.computeVertexNormals();
|
||
|
|
||
|
const material = new THREE.MeshPhongMaterial( {
|
||
|
specular: 0xffffff,
|
||
|
envMap: textureCube,
|
||
|
shininess: 50,
|
||
|
reflectivity: 1.0,
|
||
|
flatShading: true
|
||
|
} );
|
||
|
|
||
|
const monkeys = 20;
|
||
|
|
||
|
for ( let i = 0; i < monkeys; i ++ ) {
|
||
|
|
||
|
const mesh = new THREE.Mesh( geometry, material );
|
||
|
|
||
|
mesh.position.z = Math.cos( i / monkeys * Math.PI * 2 ) * 200;
|
||
|
mesh.position.y = Math.sin( i / monkeys * Math.PI * 3 ) * 20;
|
||
|
mesh.position.x = Math.sin( i / monkeys * Math.PI * 2 ) * 200;
|
||
|
|
||
|
mesh.rotation.y = i / monkeys * Math.PI * 2;
|
||
|
|
||
|
mesh.scale.setScalar( 30 );
|
||
|
|
||
|
scene.add( mesh );
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
// add balls
|
||
|
|
||
|
const geometry = new THREE.SphereGeometry( 1, 20, 20 );
|
||
|
|
||
|
for ( let i = 0; i < 20; i ++ ) {
|
||
|
|
||
|
const ballmaterial = new THREE.MeshPhongMaterial( {
|
||
|
color: 0xffffff * Math.random(),
|
||
|
shininess: 0.5,
|
||
|
specular: 0xffffff,
|
||
|
envMap: textureCube } );
|
||
|
|
||
|
const mesh = new THREE.Mesh( geometry, ballmaterial );
|
||
|
|
||
|
mesh.position.x = ( Math.random() - 0.5 ) * 200;
|
||
|
mesh.position.y = Math.random() * 50;
|
||
|
mesh.position.z = ( Math.random() - 0.5 ) * 200;
|
||
|
mesh.scale.multiplyScalar( 10 );
|
||
|
scene.add( mesh );
|
||
|
|
||
|
}
|
||
|
|
||
|
// lights
|
||
|
|
||
|
scene.add( new THREE.AmbientLight( 0x222222 ) );
|
||
|
|
||
|
const directionalLight1 = new THREE.DirectionalLight( 0xffffff, 2 );
|
||
|
directionalLight1.position.set( 2, 1.2, 10 ).normalize();
|
||
|
scene.add( directionalLight1 );
|
||
|
|
||
|
const directionalLight2 = new THREE.DirectionalLight( 0xffffff, 1 );
|
||
|
directionalLight2.position.set( - 2, 1.2, - 10 ).normalize();
|
||
|
scene.add( directionalLight2 );
|
||
|
|
||
|
initPostprocessing();
|
||
|
|
||
|
stats = new Stats();
|
||
|
container.appendChild( stats.dom );
|
||
|
|
||
|
container.style.touchAction = 'none';
|
||
|
container.addEventListener( 'pointermove', onPointerMove );
|
||
|
|
||
|
effectController = {
|
||
|
|
||
|
enabled: true,
|
||
|
jsDepthCalculation: true,
|
||
|
shaderFocus: false,
|
||
|
|
||
|
fstop: 2.2,
|
||
|
maxblur: 1.0,
|
||
|
|
||
|
showFocus: false,
|
||
|
focalDepth: 2.8,
|
||
|
manualdof: false,
|
||
|
vignetting: false,
|
||
|
depthblur: false,
|
||
|
|
||
|
threshold: 0.5,
|
||
|
gain: 2.0,
|
||
|
bias: 0.5,
|
||
|
fringe: 0.7,
|
||
|
|
||
|
focalLength: 35,
|
||
|
noise: true,
|
||
|
pentagon: false,
|
||
|
|
||
|
dithering: 0.0001
|
||
|
|
||
|
};
|
||
|
|
||
|
const matChanger = function () {
|
||
|
|
||
|
for ( const e in effectController ) {
|
||
|
|
||
|
if ( e in postprocessing.bokeh_uniforms ) {
|
||
|
|
||
|
postprocessing.bokeh_uniforms[ e ].value = effectController[ e ];
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
postprocessing.enabled = effectController.enabled;
|
||
|
postprocessing.bokeh_uniforms[ 'znear' ].value = camera.near;
|
||
|
postprocessing.bokeh_uniforms[ 'zfar' ].value = camera.far;
|
||
|
camera.setFocalLength( effectController.focalLength );
|
||
|
|
||
|
};
|
||
|
|
||
|
const gui = new GUI();
|
||
|
|
||
|
gui.add( effectController, 'enabled' ).onChange( matChanger );
|
||
|
gui.add( effectController, 'jsDepthCalculation' ).onChange( matChanger );
|
||
|
gui.add( effectController, 'shaderFocus' ).onChange( matChanger );
|
||
|
gui.add( effectController, 'focalDepth', 0.0, 200.0 ).listen().onChange( matChanger );
|
||
|
|
||
|
gui.add( effectController, 'fstop', 0.1, 22, 0.001 ).onChange( matChanger );
|
||
|
gui.add( effectController, 'maxblur', 0.0, 5.0, 0.025 ).onChange( matChanger );
|
||
|
|
||
|
gui.add( effectController, 'showFocus' ).onChange( matChanger );
|
||
|
gui.add( effectController, 'manualdof' ).onChange( matChanger );
|
||
|
gui.add( effectController, 'vignetting' ).onChange( matChanger );
|
||
|
|
||
|
gui.add( effectController, 'depthblur' ).onChange( matChanger );
|
||
|
|
||
|
gui.add( effectController, 'threshold', 0, 1, 0.001 ).onChange( matChanger );
|
||
|
gui.add( effectController, 'gain', 0, 100, 0.001 ).onChange( matChanger );
|
||
|
gui.add( effectController, 'bias', 0, 3, 0.001 ).onChange( matChanger );
|
||
|
gui.add( effectController, 'fringe', 0, 5, 0.001 ).onChange( matChanger );
|
||
|
|
||
|
gui.add( effectController, 'focalLength', 16, 80, 0.001 ).onChange( matChanger );
|
||
|
|
||
|
gui.add( effectController, 'noise' ).onChange( matChanger );
|
||
|
|
||
|
gui.add( effectController, 'dithering', 0, 0.001, 0.0001 ).onChange( matChanger );
|
||
|
|
||
|
gui.add( effectController, 'pentagon' ).onChange( matChanger );
|
||
|
|
||
|
gui.add( shaderSettings, 'rings', 1, 8 ).step( 1 ).onChange( shaderUpdate );
|
||
|
gui.add( shaderSettings, 'samples', 1, 13 ).step( 1 ).onChange( shaderUpdate );
|
||
|
|
||
|
matChanger();
|
||
|
|
||
|
window.addEventListener( 'resize', onWindowResize );
|
||
|
|
||
|
}
|
||
|
|
||
|
function onWindowResize() {
|
||
|
|
||
|
camera.aspect = window.innerWidth / window.innerHeight;
|
||
|
camera.updateProjectionMatrix();
|
||
|
|
||
|
windowHalfX = window.innerWidth / 2;
|
||
|
windowHalfY = window.innerHeight / 2;
|
||
|
|
||
|
postprocessing.rtTextureDepth.setSize( window.innerWidth, window.innerHeight );
|
||
|
postprocessing.rtTextureColor.setSize( window.innerWidth, window.innerHeight );
|
||
|
|
||
|
postprocessing.bokeh_uniforms[ 'textureWidth' ].value = window.innerWidth;
|
||
|
postprocessing.bokeh_uniforms[ 'textureHeight' ].value = window.innerHeight;
|
||
|
|
||
|
renderer.setSize( window.innerWidth, window.innerHeight );
|
||
|
|
||
|
}
|
||
|
|
||
|
function onPointerMove( event ) {
|
||
|
|
||
|
if ( event.isPrimary === false ) return;
|
||
|
|
||
|
mouse.x = ( event.clientX - windowHalfX ) / windowHalfX;
|
||
|
mouse.y = - ( event.clientY - windowHalfY ) / windowHalfY;
|
||
|
|
||
|
postprocessing.bokeh_uniforms[ 'focusCoords' ].value.set( event.clientX / window.innerWidth, 1 - ( event.clientY / window.innerHeight ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
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;
|
||
|
|
||
|
postprocessing.scene.add( postprocessing.camera );
|
||
|
|
||
|
postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
|
||
|
postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
|
||
|
|
||
|
const bokeh_shader = BokehShader;
|
||
|
|
||
|
postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone( bokeh_shader.uniforms );
|
||
|
|
||
|
postprocessing.bokeh_uniforms[ 'tColor' ].value = postprocessing.rtTextureColor.texture;
|
||
|
postprocessing.bokeh_uniforms[ 'tDepth' ].value = postprocessing.rtTextureDepth.texture;
|
||
|
postprocessing.bokeh_uniforms[ 'textureWidth' ].value = window.innerWidth;
|
||
|
postprocessing.bokeh_uniforms[ 'textureHeight' ].value = window.innerHeight;
|
||
|
|
||
|
postprocessing.materialBokeh = new THREE.ShaderMaterial( {
|
||
|
|
||
|
uniforms: postprocessing.bokeh_uniforms,
|
||
|
vertexShader: bokeh_shader.vertexShader,
|
||
|
fragmentShader: bokeh_shader.fragmentShader,
|
||
|
defines: {
|
||
|
RINGS: shaderSettings.rings,
|
||
|
SAMPLES: shaderSettings.samples
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
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 shaderUpdate() {
|
||
|
|
||
|
postprocessing.materialBokeh.defines.RINGS = shaderSettings.rings;
|
||
|
postprocessing.materialBokeh.defines.SAMPLES = shaderSettings.samples;
|
||
|
postprocessing.materialBokeh.needsUpdate = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
function animate() {
|
||
|
|
||
|
requestAnimationFrame( animate, renderer.domElement );
|
||
|
|
||
|
render();
|
||
|
stats.update();
|
||
|
|
||
|
}
|
||
|
|
||
|
function linearize( depth ) {
|
||
|
|
||
|
const zfar = camera.far;
|
||
|
const znear = camera.near;
|
||
|
return - zfar * znear / ( depth * ( zfar - znear ) - zfar );
|
||
|
|
||
|
}
|
||
|
|
||
|
function smoothstep( near, far, depth ) {
|
||
|
|
||
|
const x = saturate( ( depth - near ) / ( far - near ) );
|
||
|
return x * x * ( 3 - 2 * x );
|
||
|
|
||
|
}
|
||
|
|
||
|
function saturate( x ) {
|
||
|
|
||
|
return Math.max( 0, Math.min( 1, x ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
function render() {
|
||
|
|
||
|
const time = Date.now() * 0.00015;
|
||
|
|
||
|
camera.position.x = Math.cos( time ) * 400;
|
||
|
camera.position.z = Math.sin( time ) * 500;
|
||
|
camera.position.y = Math.sin( time / 1.4 ) * 100;
|
||
|
|
||
|
camera.lookAt( target );
|
||
|
|
||
|
camera.updateMatrixWorld();
|
||
|
|
||
|
if ( effectController.jsDepthCalculation ) {
|
||
|
|
||
|
raycaster.setFromCamera( mouse, camera );
|
||
|
|
||
|
const intersects = raycaster.intersectObjects( scene.children, true );
|
||
|
|
||
|
const targetDistance = ( intersects.length > 0 ) ? intersects[ 0 ].distance : 1000;
|
||
|
|
||
|
distance += ( targetDistance - distance ) * 0.03;
|
||
|
|
||
|
const sdistance = smoothstep( camera.near, camera.far, distance );
|
||
|
|
||
|
const ldistance = linearize( 1 - sdistance );
|
||
|
|
||
|
postprocessing.bokeh_uniforms[ 'focalDepth' ].value = ldistance;
|
||
|
|
||
|
effectController[ 'focalDepth' ] = ldistance;
|
||
|
|
||
|
}
|
||
|
|
||
|
for ( let i = 0; i < leaves; i ++ ) {
|
||
|
|
||
|
const plane = planes[ i ];
|
||
|
plane.rotation.x += plane.rotation.dx;
|
||
|
plane.rotation.y += plane.rotation.dy;
|
||
|
plane.rotation.z += plane.rotation.dz;
|
||
|
plane.position.y -= 2;
|
||
|
plane.position.x += plane.position.dx;
|
||
|
plane.position.z += plane.position.dz;
|
||
|
|
||
|
if ( plane.position.y < 0 ) plane.position.y += 300;
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( postprocessing.enabled ) {
|
||
|
|
||
|
renderer.clear();
|
||
|
|
||
|
// render scene into texture
|
||
|
|
||
|
renderer.setRenderTarget( postprocessing.rtTextureColor );
|
||
|
renderer.clear();
|
||
|
renderer.render( scene, camera );
|
||
|
|
||
|
// render depth into texture
|
||
|
|
||
|
scene.overrideMaterial = materialDepth;
|
||
|
renderer.setRenderTarget( postprocessing.rtTextureDepth );
|
||
|
renderer.clear();
|
||
|
renderer.render( scene, camera );
|
||
|
scene.overrideMaterial = null;
|
||
|
|
||
|
// render bokeh composite
|
||
|
|
||
|
renderer.setRenderTarget( null );
|
||
|
renderer.render( postprocessing.scene, postprocessing.camera );
|
||
|
|
||
|
|
||
|
} else {
|
||
|
|
||
|
scene.overrideMaterial = null;
|
||
|
|
||
|
renderer.setRenderTarget( null );
|
||
|
renderer.clear();
|
||
|
renderer.render( scene, camera );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
</script>
|
||
|
</body>
|
||
|
</html>
|