<!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; } a { color:#0078ff; } #info { color:#fff; position: relative; top: 0px; width: 50em; margin: 0 auto -2.1em; padding: 5px; z-index:100; } </style> </head> <body> <script src="../build/three.min.js"></script> <script src="js/shaders/CopyShader.js"></script> <script src="js/shaders/BokehShader.js"></script> <script src="js/postprocessing/EffectComposer.js"></script> <script src="js/postprocessing/RenderPass.js"></script> <script src="js/postprocessing/ShaderPass.js"></script> <script src="js/postprocessing/MaskPass.js"></script> <script src="js/postprocessing/BokehPass.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 depth-of-field with bokeh example - shader by <a href="http://artmartinsh.blogspot.com/2010/02/glsl-lens-blur-filter-with-bokeh.html">Martins Upitis</a> </div> <script> if ( ! Detector.webgl ) Detector.addGetWebGLMessage(); var container, stats; var camera, scene, renderer, materials = [], objects = [], singleMaterial, zmaterial = [], parameters, i, j, k, h, color, x, y, z, s, n, nobjects, material_depth, cubeMaterial; var mouseX = 0, mouseY = 0; var windowHalfX = window.innerWidth / 2; var windowHalfY = window.innerHeight / 2; var width = window.innerWidth; var height = window.innerHeight; var postprocessing = {}; init(); animate(); function init() { container = document.createElement( 'div' ); document.body.appendChild( container ); camera = new THREE.PerspectiveCamera( 70, width / height, 1, 3000 ); camera.position.z = 200; scene = new THREE.Scene(); renderer = new THREE.WebGLRenderer( { antialias: false } ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( width, height ); container.appendChild( renderer.domElement ); renderer.sortObjects = false; material_depth = new THREE.MeshDepthMaterial(); var path = "textures/cube/SwedishRoyalCastle/"; var format = '.jpg'; var urls = [ path + 'px' + format, path + 'nx' + format, path + 'py' + format, path + 'ny' + format, path + 'pz' + format, path + 'nz' + format ]; var textureCube = THREE.ImageUtils.loadTextureCube( urls ); parameters = { color: 0xff1100, envMap: textureCube, shading: THREE.FlatShading }; cubeMaterial = new THREE.MeshBasicMaterial( parameters ); singleMaterial = false; if( singleMaterial ) zmaterial = [ cubeMaterial ]; var geo = new THREE.SphereGeometry( 1, 20, 10 ); var start = Date.now(); var xgrid = 14, ygrid = 9, zgrid = 14; nobjects = xgrid * ygrid * zgrid; c = 0; //var s = 0.25; var s = 60; for ( i = 0; i < xgrid; i ++ ) for ( j = 0; j < ygrid; j ++ ) for ( k = 0; k < zgrid; k ++ ) { if ( singleMaterial ) { mesh = new THREE.Mesh( geo, zmaterial ); } else { materials[ c ] = new THREE.MeshBasicMaterial( parameters ); mesh = new THREE.Mesh( geo, materials[ c ] ); } x = 200 * ( i - xgrid/2 ); y = 200 * ( j - ygrid/2 ); z = 200 * ( k - zgrid/2 ); mesh.position.set( x, y, z ); mesh.scale.set( s, s, s ); mesh.matrixAutoUpdate = false; mesh.updateMatrix(); scene.add( mesh ); objects.push( mesh ); c ++; } //console.log("init time: ", Date.now() - start ); scene.matrixAutoUpdate = false; initPostprocessing(); renderer.autoClear = false; 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 ); window.addEventListener( 'resize', onWindowResize, false ); var effectController = { focus: 1.0, aperture: 0.025, maxblur: 1.0 }; var matChanger = function( ) { postprocessing.bokeh.uniforms[ "focus" ].value = effectController.focus; postprocessing.bokeh.uniforms[ "aperture" ].value = effectController.aperture; postprocessing.bokeh.uniforms[ "maxblur" ].value = effectController.maxblur; }; var gui = new dat.GUI(); gui.add( effectController, "focus", 0.0, 3.0, 0.025 ).onChange( matChanger ); gui.add( effectController, "aperture", 0.001, 0.2, 0.001 ).onChange( matChanger ); gui.add( effectController, "maxblur", 0.0, 3.0, 0.025 ).onChange( matChanger ); gui.close(); } function onDocumentMouseMove( event ) { mouseX = event.clientX - windowHalfX; mouseY = event.clientY - windowHalfY; } function onDocumentTouchStart( event ) { if ( event.touches.length == 1 ) { event.preventDefault(); mouseX = event.touches[ 0 ].pageX - windowHalfX; mouseY = event.touches[ 0 ].pageY - windowHalfY; } } function onDocumentTouchMove( event ) { if ( event.touches.length == 1 ) { event.preventDefault(); mouseX = event.touches[ 0 ].pageX - windowHalfX; mouseY = event.touches[ 0 ].pageY - windowHalfY; } } function onWindowResize() { windowHalfX = window.innerWidth / 2; windowHalfY = window.innerHeight / 2; width = window.innerWidth; height = window.innerHeight; camera.aspect = width / height; camera.updateProjectionMatrix(); renderer.setSize( width, height ); postprocessing.composer.setSize( width, height ); } function initPostprocessing() { var renderPass = new THREE.RenderPass( scene, camera ); var bokehPass = new THREE.BokehPass( scene, camera, { focus: 1.0, aperture: 0.025, maxblur: 1.0, width: width, height: height } ); bokehPass.renderToScreen = true; var composer = new THREE.EffectComposer( renderer ); composer.addPass( renderPass ); composer.addPass( bokehPass ); postprocessing.composer = composer; postprocessing.bokeh = bokehPass; } function animate() { requestAnimationFrame( animate, renderer.domElement ); render(); stats.update(); } function render() { var time = Date.now() * 0.00005; camera.position.x += ( mouseX - camera.position.x ) * 0.036; camera.position.y += ( - (mouseY) - camera.position.y ) * 0.036; camera.lookAt( scene.position ); if ( !singleMaterial ) { for( i = 0; i < nobjects; i ++ ) { h = ( 360 * ( i / nobjects + time ) % 360 ) / 360; materials[ i ].color.setHSL( h, 1, 0.5 ); } } postprocessing.composer.render( 0.1 ); } </script> </body> </html>