mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-23 05:57:57 +01:00
567 lines
15 KiB
HTML
567 lines
15 KiB
HTML
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<!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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<style>
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body {
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background-color: #000000;
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margin: 0px;
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overflow: hidden;
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font-family:Monospace;
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font-size:13px;
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text-align:center;
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font-weight: bold;
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text-align:center;
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}
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a {
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color:#0078ff;
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}
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#info {
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color:#fff;
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top: 0px;
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position: absolute;
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padding: 5px;
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width: 500px;
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z-index: 5;
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left: 50px;
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}
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</style>
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</head>
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<!-- TODO
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Setup Number Focus Test Plates
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Use WEBGL Depth buffer support?
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-->
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<body>
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<script src="../build/three.min.js"></script>
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<script src="js/Detector.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script src='js/libs/dat.gui.min.js'></script>
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<div id="info">
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<a href="http://threejs.org" target="_blank">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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<script src="js/shaders/BokehShader2.js"></script>
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<script>
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if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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var container, stats;
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var camera, scene, renderer,
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material_depth;
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var windowHalfX = window.innerWidth / 2;
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var windowHalfY = window.innerHeight / 2;
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var height = window.innerHeight;
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var postprocessing = { enabled : true };
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var shaderSettings = {
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rings: 3,
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samples: 4
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};
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var singleMaterial = false;
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var mouse = new THREE.Vector2();
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var raycaster = new THREE.Raycaster();
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var distance = 100;
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var target = new THREE.Vector3( 0, 20, -50 );
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var effectController;
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var planes = [];
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var 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 / height, 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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renderer = new THREE.WebGLRenderer( { antialias: false } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, height );
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renderer.sortObjects = false;
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container.appendChild( renderer.domElement );
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material_depth = new THREE.MeshDepthMaterial();
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//
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object = new THREE.Object3D();
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scene.add( object );
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var r = "textures/cube/Bridge2/";
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var 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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var textureCube = THREE.ImageUtils.loadTextureCube( urls );
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textureCube.format = THREE.RGBFormat;
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// Skybox
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var shader = THREE.ShaderLib[ "cube" ];
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shader.uniforms[ "tCube" ].value = textureCube;
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var material = new THREE.ShaderMaterial( {
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fragmentShader: shader.fragmentShader,
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vertexShader: shader.vertexShader,
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uniforms: shader.uniforms,
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depthWrite: false,
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side: THREE.BackSide
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} );
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mesh = new THREE.Mesh( new THREE.BoxGeometry( 1000, 1000, 1000 ), material );
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scene.add( mesh );
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// Focusing Floor
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// var planeGeometry = new THREE.PlaneBufferGeometry( 500, 500, 1, 1 );
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// var planeMat = new THREE.MeshPhongMaterial(
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// { map: texture }
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// );
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// var plane = new THREE.Mesh(planeGeometry, planeMat );
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// plane.rotation.x = - Math.PI / 2;
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// plane.position.y = - 5;
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// scene.add(plane);
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// Plane particles
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var planePiece = new THREE.PlaneBufferGeometry( 10, 10, 1, 1 );
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var 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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var rand = Math.random;
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for (i=0;i<leaves;i++) {
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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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var loader2 = new THREE.JSONLoader();
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loader2.load( 'obj/Suzanne.js', function ( geometry ) {
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var material = new THREE.MeshPhongMaterial( {
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color: 0xffffff,
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specular:0xffffff,
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envMap: textureCube,
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combine: THREE.MultiplyOperation,
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shininess: 50,
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reflectivity: 1.0
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});
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var monkeys = 20;
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for ( var i = 0; i < monkeys; i ++ ) {
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var mesh = new THREE.Mesh( geometry, material );
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mesh.scale.multiplyScalar(30);
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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.x = Math.PI / 2;
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mesh.rotation.z = -i / monkeys * Math.PI * 2;
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object.add( mesh );
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}
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} );
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// Add Balls
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var geometry = new THREE.SphereGeometry( 1, 20, 20 );
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for ( var i = 0; i < 20; i ++ ) {
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// MeshPhongMaterial
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var 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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var mesh = new THREE.Mesh( geometry, ballmaterial );
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mesh.position.set(
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(Math.random() - 0.5) * 200,
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Math.random() * 50,
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(Math.random() - 0.5) * 200
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);
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mesh.scale.multiplyScalar(10);
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object.add( mesh );
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}
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// Lights
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// scene.add( new THREE.AmbientLight( 0xffffff ) );
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// light = new THREE.DirectionalLight( 0xffffff );
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// light.position.set( 1, 1, 1 );
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// scene.add( light );
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scene.add( new THREE.AmbientLight( 0x222222 ) );
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directionalLight = new THREE.DirectionalLight( 0xffffff, 2 );
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directionalLight.position.set( 2, 1.2, 10 ).normalize();
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scene.add( directionalLight );
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directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
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directionalLight.position.set( -2, 1.2, -10 ).normalize();
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scene.add( directionalLight );
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initPostprocessing();
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renderer.autoClear = false;
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renderer.domElement.style.position = 'absolute';
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renderer.domElement.style.left = "0px";
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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container.appendChild( stats.domElement );
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document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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document.addEventListener( 'touchstart', onDocumentTouchStart, false );
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document.addEventListener( 'touchmove', onDocumentTouchMove, false );
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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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var matChanger = function( ) {
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for (var 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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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.setLens(effectController.focalLength);
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};
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var gui = new dat.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, false );
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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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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function onDocumentMouseMove( event ) {
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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 onDocumentTouchStart( event ) {
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if ( event.touches.length == 1 ) {
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event.preventDefault();
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mouse.x = ( event.touches[ 0 ].pageX - windowHalfX ) / windowHalfX;
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mouse.y = - ( event.touches[ 0 ].pageY - windowHalfY ) / windowHalfY;
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}
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}
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function onDocumentTouchMove( event ) {
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if ( event.touches.length == 1 ) {
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event.preventDefault();
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mouse.x = ( event.touches[ 0 ].pageX - windowHalfX ) / windowHalfX;
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mouse.y = - ( event.touches[ 0 ].pageY - windowHalfY ) / windowHalfY;
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}
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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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var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
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postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
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postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
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var bokeh_shader = THREE.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;
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postprocessing.bokeh_uniforms[ "tDepth" ].value = postprocessing.rtTextureDepth;
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postprocessing.bokeh_uniforms[ "textureWidth" ].value = window.innerWidth;
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postprocessing.bokeh_uniforms[ "textureHeight" ].value = height;
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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.PlaneBufferGeometry( 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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|
||
|
}
|
||
|
|
||
|
function animate() {
|
||
|
|
||
|
requestAnimationFrame( animate, renderer.domElement );
|
||
|
|
||
|
render();
|
||
|
stats.update();
|
||
|
|
||
|
}
|
||
|
|
||
|
function linearize(depth) {
|
||
|
var zfar = camera.far;
|
||
|
var znear = camera.near;
|
||
|
return -zfar * znear / (depth * (zfar - znear) - zfar);
|
||
|
}
|
||
|
|
||
|
|
||
|
function smoothstep(near, far, depth) {
|
||
|
var 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() {
|
||
|
|
||
|
var 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 );
|
||
|
|
||
|
var intersects = raycaster.intersectObjects( scene.children, true );
|
||
|
|
||
|
|
||
|
if ( intersects.length > 0 ) {
|
||
|
|
||
|
var targetDistance = intersects[ 0 ].distance;
|
||
|
|
||
|
distance += (targetDistance - distance) * 0.03;
|
||
|
|
||
|
var sdistance = smoothstep(camera.near, camera.far, distance);
|
||
|
|
||
|
var ldistance = linearize(1 - sdistance);
|
||
|
|
||
|
// (Math.random() < 0.1) && console.log('moo', targetDistance, distance, ldistance);
|
||
|
|
||
|
postprocessing.bokeh_uniforms[ 'focalDepth' ].value = ldistance;
|
||
|
|
||
|
effectController['focalDepth'] = ldistance;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
for (i=0;i<leaves;i++) {
|
||
|
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
|
||
|
|
||
|
scene.overrideMaterial = null;
|
||
|
renderer.render( scene, camera, postprocessing.rtTextureColor, true );
|
||
|
|
||
|
// Render depth into texture
|
||
|
|
||
|
scene.overrideMaterial = material_depth;
|
||
|
renderer.render( scene, camera, postprocessing.rtTextureDepth, true );
|
||
|
|
||
|
// Render bokeh composite
|
||
|
|
||
|
renderer.render( postprocessing.scene, postprocessing.camera );
|
||
|
|
||
|
|
||
|
} else {
|
||
|
|
||
|
scene.overrideMaterial = null;
|
||
|
|
||
|
renderer.clear();
|
||
|
renderer.render( scene, camera );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
</script>
|
||
|
</body>
|
||
|
</html>
|