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486 lines
14 KiB
486 lines
14 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - postprocessing - depth-of-field</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl realistic depth-of-field bokeh example<br/>
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shader ported from <a href="http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)">Martins Upitis</a>
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</div>
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import Stats from 'three/addons/libs/stats.module.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import { BokehShader, BokehDepthShader } from 'three/addons/shaders/BokehShader2.js';
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let container, stats;
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let camera, scene, renderer, materialDepth;
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let windowHalfX = window.innerWidth / 2;
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let windowHalfY = window.innerHeight / 2;
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let distance = 100;
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let effectController;
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const postprocessing = { enabled: true };
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const shaderSettings = {
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rings: 3,
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samples: 4
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};
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const mouse = new THREE.Vector2();
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const raycaster = new THREE.Raycaster();
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const target = new THREE.Vector3( 0, 20, - 50 );
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const planes = [];
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const leaves = 100;
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init();
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animate();
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function init() {
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 3000 );
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camera.position.y = 150;
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camera.position.z = 450;
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scene = new THREE.Scene();
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scene.add( camera );
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.autoClear = false;
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container.appendChild( renderer.domElement );
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const depthShader = BokehDepthShader;
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materialDepth = new THREE.ShaderMaterial( {
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uniforms: depthShader.uniforms,
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vertexShader: depthShader.vertexShader,
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fragmentShader: depthShader.fragmentShader
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} );
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materialDepth.uniforms[ 'mNear' ].value = camera.near;
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materialDepth.uniforms[ 'mFar' ].value = camera.far;
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// skybox
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const r = 'textures/cube/Bridge2/';
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const urls = [ r + 'posx.jpg', r + 'negx.jpg',
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r + 'posy.jpg', r + 'negy.jpg',
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r + 'posz.jpg', r + 'negz.jpg' ];
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const textureCube = new THREE.CubeTextureLoader().load( urls );
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scene.background = textureCube;
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// plane particles
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const planePiece = new THREE.PlaneGeometry( 10, 10, 1, 1 );
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const planeMat = new THREE.MeshPhongMaterial( {
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color: 0xffffff * 0.4,
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shininess: 0.5,
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specular: 0xffffff,
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envMap: textureCube,
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side: THREE.DoubleSide
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} );
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const rand = Math.random;
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for ( let i = 0; i < leaves; i ++ ) {
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const plane = new THREE.Mesh( planePiece, planeMat );
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plane.rotation.set( rand(), rand(), rand() );
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plane.rotation.dx = rand() * 0.1;
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plane.rotation.dy = rand() * 0.1;
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plane.rotation.dz = rand() * 0.1;
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plane.position.set( rand() * 150, 0 + rand() * 300, rand() * 150 );
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plane.position.dx = ( rand() - 0.5 );
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plane.position.dz = ( rand() - 0.5 );
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scene.add( plane );
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planes.push( plane );
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}
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// adding Monkeys
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const loader2 = new THREE.BufferGeometryLoader();
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loader2.load( 'models/json/suzanne_buffergeometry.json', function ( geometry ) {
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geometry.computeVertexNormals();
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const material = new THREE.MeshPhongMaterial( {
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specular: 0xffffff,
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envMap: textureCube,
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shininess: 50,
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reflectivity: 1.0,
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flatShading: true
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} );
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const monkeys = 20;
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for ( let i = 0; i < monkeys; i ++ ) {
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const mesh = new THREE.Mesh( geometry, material );
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mesh.position.z = Math.cos( i / monkeys * Math.PI * 2 ) * 200;
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mesh.position.y = Math.sin( i / monkeys * Math.PI * 3 ) * 20;
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mesh.position.x = Math.sin( i / monkeys * Math.PI * 2 ) * 200;
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mesh.rotation.y = i / monkeys * Math.PI * 2;
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mesh.scale.setScalar( 30 );
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scene.add( mesh );
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}
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} );
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// add balls
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const geometry = new THREE.SphereGeometry( 1, 20, 20 );
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for ( let i = 0; i < 20; i ++ ) {
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const ballmaterial = new THREE.MeshPhongMaterial( {
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color: 0xffffff * Math.random(),
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shininess: 0.5,
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specular: 0xffffff,
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envMap: textureCube } );
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const mesh = new THREE.Mesh( geometry, ballmaterial );
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mesh.position.x = ( Math.random() - 0.5 ) * 200;
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mesh.position.y = Math.random() * 50;
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mesh.position.z = ( Math.random() - 0.5 ) * 200;
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mesh.scale.multiplyScalar( 10 );
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scene.add( mesh );
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}
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// lights
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scene.add( new THREE.AmbientLight( 0x222222 ) );
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const directionalLight1 = new THREE.DirectionalLight( 0xffffff, 2 );
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directionalLight1.position.set( 2, 1.2, 10 ).normalize();
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scene.add( directionalLight1 );
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const directionalLight2 = new THREE.DirectionalLight( 0xffffff, 1 );
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directionalLight2.position.set( - 2, 1.2, - 10 ).normalize();
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scene.add( directionalLight2 );
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initPostprocessing();
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stats = new Stats();
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container.appendChild( stats.dom );
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container.style.touchAction = 'none';
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container.addEventListener( 'pointermove', onPointerMove );
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effectController = {
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enabled: true,
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jsDepthCalculation: true,
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shaderFocus: false,
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fstop: 2.2,
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maxblur: 1.0,
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showFocus: false,
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focalDepth: 2.8,
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manualdof: false,
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vignetting: false,
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depthblur: false,
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threshold: 0.5,
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gain: 2.0,
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bias: 0.5,
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fringe: 0.7,
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focalLength: 35,
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noise: true,
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pentagon: false,
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dithering: 0.0001
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};
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const matChanger = function () {
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for ( const e in effectController ) {
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if ( e in postprocessing.bokeh_uniforms ) {
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postprocessing.bokeh_uniforms[ e ].value = effectController[ e ];
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}
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}
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postprocessing.enabled = effectController.enabled;
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postprocessing.bokeh_uniforms[ 'znear' ].value = camera.near;
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postprocessing.bokeh_uniforms[ 'zfar' ].value = camera.far;
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camera.setFocalLength( effectController.focalLength );
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};
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const gui = new GUI();
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gui.add( effectController, 'enabled' ).onChange( matChanger );
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gui.add( effectController, 'jsDepthCalculation' ).onChange( matChanger );
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gui.add( effectController, 'shaderFocus' ).onChange( matChanger );
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gui.add( effectController, 'focalDepth', 0.0, 200.0 ).listen().onChange( matChanger );
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gui.add( effectController, 'fstop', 0.1, 22, 0.001 ).onChange( matChanger );
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gui.add( effectController, 'maxblur', 0.0, 5.0, 0.025 ).onChange( matChanger );
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gui.add( effectController, 'showFocus' ).onChange( matChanger );
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gui.add( effectController, 'manualdof' ).onChange( matChanger );
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gui.add( effectController, 'vignetting' ).onChange( matChanger );
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gui.add( effectController, 'depthblur' ).onChange( matChanger );
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gui.add( effectController, 'threshold', 0, 1, 0.001 ).onChange( matChanger );
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gui.add( effectController, 'gain', 0, 100, 0.001 ).onChange( matChanger );
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gui.add( effectController, 'bias', 0, 3, 0.001 ).onChange( matChanger );
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gui.add( effectController, 'fringe', 0, 5, 0.001 ).onChange( matChanger );
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gui.add( effectController, 'focalLength', 16, 80, 0.001 ).onChange( matChanger );
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gui.add( effectController, 'noise' ).onChange( matChanger );
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gui.add( effectController, 'dithering', 0, 0.001, 0.0001 ).onChange( matChanger );
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gui.add( effectController, 'pentagon' ).onChange( matChanger );
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gui.add( shaderSettings, 'rings', 1, 8 ).step( 1 ).onChange( shaderUpdate );
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gui.add( shaderSettings, 'samples', 1, 13 ).step( 1 ).onChange( shaderUpdate );
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matChanger();
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window.addEventListener( 'resize', onWindowResize );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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windowHalfX = window.innerWidth / 2;
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windowHalfY = window.innerHeight / 2;
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postprocessing.rtTextureDepth.setSize( window.innerWidth, window.innerHeight );
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postprocessing.rtTextureColor.setSize( window.innerWidth, window.innerHeight );
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postprocessing.bokeh_uniforms[ 'textureWidth' ].value = window.innerWidth;
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postprocessing.bokeh_uniforms[ 'textureHeight' ].value = window.innerHeight;
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function onPointerMove( event ) {
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if ( event.isPrimary === false ) return;
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mouse.x = ( event.clientX - windowHalfX ) / windowHalfX;
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mouse.y = - ( event.clientY - windowHalfY ) / windowHalfY;
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postprocessing.bokeh_uniforms[ 'focusCoords' ].value.set( event.clientX / window.innerWidth, 1 - ( event.clientY / window.innerHeight ) );
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}
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function initPostprocessing() {
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postprocessing.scene = new THREE.Scene();
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postprocessing.camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10000, 10000 );
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postprocessing.camera.position.z = 100;
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postprocessing.scene.add( postprocessing.camera );
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postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
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postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
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const bokeh_shader = BokehShader;
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postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone( bokeh_shader.uniforms );
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postprocessing.bokeh_uniforms[ 'tColor' ].value = postprocessing.rtTextureColor.texture;
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postprocessing.bokeh_uniforms[ 'tDepth' ].value = postprocessing.rtTextureDepth.texture;
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postprocessing.bokeh_uniforms[ 'textureWidth' ].value = window.innerWidth;
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postprocessing.bokeh_uniforms[ 'textureHeight' ].value = window.innerHeight;
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postprocessing.materialBokeh = new THREE.ShaderMaterial( {
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uniforms: postprocessing.bokeh_uniforms,
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vertexShader: bokeh_shader.vertexShader,
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fragmentShader: bokeh_shader.fragmentShader,
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defines: {
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RINGS: shaderSettings.rings,
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SAMPLES: shaderSettings.samples
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}
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} );
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postprocessing.quad = new THREE.Mesh( new THREE.PlaneGeometry( window.innerWidth, window.innerHeight ), postprocessing.materialBokeh );
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postprocessing.quad.position.z = - 500;
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postprocessing.scene.add( postprocessing.quad );
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}
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function shaderUpdate() {
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postprocessing.materialBokeh.defines.RINGS = shaderSettings.rings;
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postprocessing.materialBokeh.defines.SAMPLES = shaderSettings.samples;
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postprocessing.materialBokeh.needsUpdate = true;
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}
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function animate() {
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requestAnimationFrame( animate, renderer.domElement );
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render();
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stats.update();
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}
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function linearize( depth ) {
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const zfar = camera.far;
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const znear = camera.near;
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return - zfar * znear / ( depth * ( zfar - znear ) - zfar );
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}
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function smoothstep( near, far, depth ) {
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const x = saturate( ( depth - near ) / ( far - near ) );
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return x * x * ( 3 - 2 * x );
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}
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function saturate( x ) {
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return Math.max( 0, Math.min( 1, x ) );
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}
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function render() {
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const time = Date.now() * 0.00015;
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camera.position.x = Math.cos( time ) * 400;
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camera.position.z = Math.sin( time ) * 500;
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camera.position.y = Math.sin( time / 1.4 ) * 100;
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camera.lookAt( target );
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camera.updateMatrixWorld();
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if ( effectController.jsDepthCalculation ) {
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raycaster.setFromCamera( mouse, camera );
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const intersects = raycaster.intersectObjects( scene.children, true );
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const targetDistance = ( intersects.length > 0 ) ? intersects[ 0 ].distance : 1000;
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distance += ( targetDistance - distance ) * 0.03;
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const sdistance = smoothstep( camera.near, camera.far, distance );
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const ldistance = linearize( 1 - sdistance );
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postprocessing.bokeh_uniforms[ 'focalDepth' ].value = ldistance;
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effectController[ 'focalDepth' ] = ldistance;
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}
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for ( let i = 0; i < leaves; i ++ ) {
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const plane = planes[ i ];
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plane.rotation.x += plane.rotation.dx;
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plane.rotation.y += plane.rotation.dy;
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plane.rotation.z += plane.rotation.dz;
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plane.position.y -= 2;
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plane.position.x += plane.position.dx;
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plane.position.z += plane.position.dz;
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if ( plane.position.y < 0 ) plane.position.y += 300;
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}
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if ( postprocessing.enabled ) {
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renderer.clear();
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// render scene into texture
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renderer.setRenderTarget( postprocessing.rtTextureColor );
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renderer.clear();
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renderer.render( scene, camera );
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// render depth into texture
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scene.overrideMaterial = materialDepth;
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renderer.setRenderTarget( postprocessing.rtTextureDepth );
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renderer.clear();
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renderer.render( scene, camera );
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scene.overrideMaterial = null;
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// render bokeh composite
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renderer.setRenderTarget( null );
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renderer.render( postprocessing.scene, postprocessing.camera );
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} else {
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scene.overrideMaterial = null;
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renderer.setRenderTarget( null );
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renderer.clear();
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renderer.render( scene, camera );
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}
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}
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</script>
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</body>
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</html>
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