-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathbasic_dof.html
More file actions
185 lines (151 loc) · 5.53 KB
/
basic_dof.html
File metadata and controls
185 lines (151 loc) · 5.53 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
<!DOCTYPE html>
<html lang="en">
<head>
<title>basic depth of field</title>
<meta charset="utf-8">
<style>
body {
margin: 0px;
background-color: #000000;
overflow: hidden;
}
</style>
</head>
<body>
<script src="_js/three.js"></script>
<script src="_js/shaders/BokehShader.js"></script>
<script type="text/javascript">
var camera, scene, renderer; // three essentials for every WebGL project
var mesh; // object to be rendered
var angle = 70; // camera properties
var width = window.innerWidth;
var height = window.innerHeight;
var aspect = width / height;
var near = 1;
var far = 1000;
var radius= 100; // planet properties
var segments = 64;
var rings = 64;
var mousePressed = false; // mouse properties
var mouseX, mouseY;
var xvel = 0;
var yvel = 0;
var zvel = 0;
var damping = 0.95;
var postprocessing = {enabled: true}; // post processing struct
var material_depth;
setup(); // create everything
draw(); // draw everything
function setup(){
// create renderer at full browser size
renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);
renderer.sortObjects = false;
document.body.appendChild(renderer.domElement);
// create camera
camera = new THREE.PerspectiveCamera(angle, aspect, near, far);
camera.position.z = 200;
// create scene
scene = new THREE.Scene();
// create cube
var geometry = new THREE.SphereGeometry(radius, segments, rings);
// load texture
var texture = THREE.ImageUtils.loadTexture("_images/world_topo_4096.jpg");
texture.anisotropy = renderer.getMaxAnisotropy();
// apply texture to material
var material = new THREE.MeshBasicMaterial({map: texture});
var material_depth = new THREE.MeshDepthMaterial();
// apply material to mesh using cube geometry and add to scene
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
// setup post processing properties
scene.matrixAutoUpdate = false;
setupPostProcessing();
renderer.autoClear = false;
// add window listener for browser resizing
window.addEventListener("resize", onWindowResize, false);
// add mouse listeners to control rotation
document.addEventListener("mousedown", onMouseDown, false);
document.addEventListener("mouseup", onMouseUp, false);
document.addEventListener("mousemove", onMouseMove, false);
document.addEventListener('mousewheel', onMouseWheel, false);
}
function setupPostProcessing(){
// setup post processing scene
postprocessing.scene = new THREE.Scene();
postprocessing.camera = new THREE.OrthographicCamera(width / -2, width / 2, height / 2, height / -2, -10000, 10000);
postprocessing.camera.position.z = 100;
postprocessing.scene.add(postprocessing.camera);
// set paramaters
var pars = {minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat};
postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget(width, height, pars);
postprocessing.rtTextureColor = new THREE.WebGLRenderTarget(width, height, pars);
var bokeh_shader = THREE.BokehShader;
postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone(bokeh_shader.uniforms);
postprocessing.bokeh_uniforms["tColor"].value = postprocessing.rtTextureColor;
postprocessing.bokeh_uniforms["tDepth"].value = postprocessing.rtTextureDepth;
postprocessing.bokeh_uniforms["focus"].value = 1.1;
postprocessing.bokeh_uniforms["aspect"].value = width / height;
// create shader
postprocessing.materialBokeh = new THREE.ShaderMaterial({
uniforms: postprocessing.bokeh_uniforms,
vertexShader: bokeh_shader.vertexShader,
fragmentShader: bokeh_shader.fragmentShader
});
postprocessing.quad = new THREE.Mesh(new THREE.PlaneGeometry(width, height), postprocessing.materialBokeh);
postprocessing.quad.position.z = - 500;
postprocessing.scene.add(postprocessing.quad);
}
function onMouseDown(event){
mouseX = event.clientX;
mouseY = event.clientY;
mousePressed = true;
}
function onMouseUp(event){
mousePressed = false;
}
function onMouseMove(event){
if(mousePressed){
var xdiff = event.clientX - mouseX;
var ydiff = event.clientY - mouseY;
xvel += xdiff * 0.001;
yvel += ydiff * 0.001;
mouseX = event.clientX;
mouseY = event.clientY;
}
}
function onMouseWheel(event){
//zvel += event.wheelDelta * 0.002;
postprocessing.bokeh_uniforms[ "aperture" ].value += event.wheelDelta * 0.0001;
}
function onWindowResize(){
width = window.innerWidth;
height = window.innerHeight;
aspect = width / height;
camera.aspect = aspect;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
}
function draw(){
requestAnimationFrame(draw);
mesh.rotation.y += xvel;
mesh.rotation.x += yvel;
camera.position.z += zvel;
xvel *= damping;
yvel *= damping;
zvel *= damping;
if(postprocessing.enabled){
renderer.clear();
scene.overrideMaterial = null;
renderer.render(scene, camera, postprocessing.rtTextureColor, true);
scene.overrideMaterial = material_depth;
renderer.render(scene, camera, postprocessing.rtTextureDepth, true);
renderer.render(postprocessing.scene, postprocessing.camera)
} else {
//renderer.clear();
//renderer.render(scene, camera);
}
}
</script>
</body>
</html>