Doodle3D-Slicer/three.js-master/examples/webgl_postprocessing_dof2.html

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2015-06-12 15:58:26 +02:00
<!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">
<style>
body {
background-color: #000000;
margin: 0px;
overflow: hidden;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
text-align:center;
}
a {
color:#0078ff;
}
#info {
color:#fff;
top: 0px;
position: absolute;
padding: 5px;
width: 500px;
z-index: 5;
left: 50px;
}
</style>
</head>
<!-- TODO
Setup Number Focus Test Plates
Use WEBGL Depth buffer support?
-->
<body>
<script src="../build/three.min.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src='js/libs/dat.gui.min.js'></script>
<div id="info">
<a href="http://threejs.org" target="_blank">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>
<script src="js/shaders/BokehShader2.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer,
material_depth;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var height = window.innerHeight;
var postprocessing = { enabled : true };
var shaderSettings = {
rings: 3,
samples: 4
};
var singleMaterial = false;
var mouse = new THREE.Vector2();
var raycaster = new THREE.Raycaster();
var distance = 100;
var target = new THREE.Vector3( 0, 20, -50 );
var effectController;
var planes = [];
var leaves = 100;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / height, 1, 3000 );
camera.position.y = 150;
camera.position.z = 450;
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, height );
renderer.sortObjects = false;
container.appendChild( renderer.domElement );
material_depth = new THREE.MeshDepthMaterial();
//
object = new THREE.Object3D();
scene.add( object );
var r = "textures/cube/Bridge2/";
var urls = [ r + "posx.jpg", r + "negx.jpg",
r + "posy.jpg", r + "negy.jpg",
r + "posz.jpg", r + "negz.jpg" ];
var textureCube = THREE.ImageUtils.loadTextureCube( urls );
textureCube.format = THREE.RGBFormat;
// Skybox
var shader = THREE.ShaderLib[ "cube" ];
shader.uniforms[ "tCube" ].value = textureCube;
var material = new THREE.ShaderMaterial( {
fragmentShader: shader.fragmentShader,
vertexShader: shader.vertexShader,
uniforms: shader.uniforms,
depthWrite: false,
side: THREE.BackSide
} );
mesh = new THREE.Mesh( new THREE.BoxGeometry( 1000, 1000, 1000 ), material );
scene.add( mesh );
// Focusing Floor
// var planeGeometry = new THREE.PlaneBufferGeometry( 500, 500, 1, 1 );
// var planeMat = new THREE.MeshPhongMaterial(
// { map: texture }
// );
// var plane = new THREE.Mesh(planeGeometry, planeMat );
// plane.rotation.x = - Math.PI / 2;
// plane.position.y = - 5;
// scene.add(plane);
// Plane particles
var planePiece = new THREE.PlaneBufferGeometry( 10, 10, 1, 1 );
var planeMat = new THREE.MeshPhongMaterial( {
color: 0xffffff * 0.4,
shininess: 0.5,
specular: 0xffffff,
envMap: textureCube,
side: THREE.DoubleSide
} );
var rand = Math.random;
for (i=0;i<leaves;i++) {
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
var loader2 = new THREE.JSONLoader();
loader2.load( 'obj/Suzanne.js', function ( geometry ) {
var material = new THREE.MeshPhongMaterial( {
color: 0xffffff,
specular:0xffffff,
envMap: textureCube,
combine: THREE.MultiplyOperation,
shininess: 50,
reflectivity: 1.0
});
var monkeys = 20;
for ( var i = 0; i < monkeys; i ++ ) {
var mesh = new THREE.Mesh( geometry, material );
mesh.scale.multiplyScalar(30);
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.x = Math.PI / 2;
mesh.rotation.z = -i / monkeys * Math.PI * 2;
object.add( mesh );
}
} );
// Add Balls
var geometry = new THREE.SphereGeometry( 1, 20, 20 );
for ( var i = 0; i < 20; i ++ ) {
// MeshPhongMaterial
var ballmaterial = new THREE.MeshPhongMaterial( {
color: 0xffffff * Math.random(),
shininess: 0.5,
specular: 0xffffff ,
envMap: textureCube } );
var mesh = new THREE.Mesh( geometry, ballmaterial );
mesh.position.set(
(Math.random() - 0.5) * 200,
Math.random() * 50,
(Math.random() - 0.5) * 200
);
mesh.scale.multiplyScalar(10);
object.add( mesh );
}
// Lights
// scene.add( new THREE.AmbientLight( 0xffffff ) );
// light = new THREE.DirectionalLight( 0xffffff );
// light.position.set( 1, 1, 1 );
// scene.add( light );
scene.add( new THREE.AmbientLight( 0x222222 ) );
directionalLight = new THREE.DirectionalLight( 0xffffff, 2 );
directionalLight.position.set( 2, 1.2, 10 ).normalize();
scene.add( directionalLight );
directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
directionalLight.position.set( -2, 1.2, -10 ).normalize();
scene.add( directionalLight );
initPostprocessing();
renderer.autoClear = false;
renderer.domElement.style.position = 'absolute';
renderer.domElement.style.left = "0px";
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
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
};
var matChanger = function( ) {
for (var 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.setLens(effectController.focalLength);
};
var gui = new dat.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, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
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 onDocumentTouchStart( event ) {
if ( event.touches.length == 1 ) {
event.preventDefault();
mouse.x = ( event.touches[ 0 ].pageX - windowHalfX ) / windowHalfX;
mouse.y = - ( event.touches[ 0 ].pageY - windowHalfY ) / windowHalfY;
}
}
function onDocumentTouchMove( event ) {
if ( event.touches.length == 1 ) {
event.preventDefault();
mouse.x = ( event.touches[ 0 ].pageX - windowHalfX ) / windowHalfX;
mouse.y = - ( event.touches[ 0 ].pageY - windowHalfY ) / windowHalfY;
}
}
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 );
var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat };
postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, height, pars );
postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, 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[ "textureWidth" ].value = window.innerWidth;
postprocessing.bokeh_uniforms[ "textureHeight" ].value = height;
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.PlaneBufferGeometry( 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) {
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>