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<!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>