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241 lines
5.7 KiB
241 lines
5.7 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl-camera cinematic</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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font-family: Monospace;
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background-color: #f0f0f0;
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margin: 0px;
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overflow: hidden;
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}
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#info {
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position: absolute;
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top: 10px;
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width: 100%;
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text-align: center;
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}
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</style>
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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 - interactive cubes
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</div>
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<script src="../build/three.js"></script>
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<script src="js/shaders/BokehShader2.js"></script>
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<script src="js/cameras/CinematicCamera.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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<script>
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var camera, scene, raycaster, renderer, stats;
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var mouse = new THREE.Vector2(), INTERSECTED;
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var radius = 100, theta = 0;
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init();
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animate();
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function init() {
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camera = new THREE.CinematicCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
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camera.setLens( 5 );
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camera.position.set( 2, 1, 500 );
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scene = new THREE.Scene();
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scene.background = new THREE.Color( 0xf0f0f0 );
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scene.add( new THREE.AmbientLight( 0xffffff, 0.3 ) );
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var light = new THREE.DirectionalLight( 0xffffff, 0.35 );
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light.position.set( 1, 1, 1 ).normalize();
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scene.add( light );
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var geometry = new THREE.BoxBufferGeometry( 20, 20, 20 );
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for ( var i = 0; i < 1500; i ++ ) {
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var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
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object.position.x = Math.random() * 800 - 400;
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object.position.y = Math.random() * 800 - 400;
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object.position.z = Math.random() * 800 - 400;
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scene.add( object );
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}
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raycaster = new THREE.Raycaster();
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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stats = new Stats();
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document.body.appendChild( stats.dom );
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document.addEventListener( 'mousemove', onDocumentMouseMove, false );
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window.addEventListener( 'resize', onWindowResize, false );
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var effectController = {
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focalLength: 15,
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// jsDepthCalculation: true,
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// shaderFocus: false,
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//
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fstop: 2.8,
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// maxblur: 1.0,
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//
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showFocus: false,
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focalDepth: 3,
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// manualdof: false,
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// vignetting: false,
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// depthblur: false,
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//
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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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//
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// focalLength: 35,
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// noise: true,
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// pentagon: false,
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//
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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 camera.postprocessing.bokeh_uniforms ) {
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camera.postprocessing.bokeh_uniforms[ e ].value = effectController[ e ];
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}
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}
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camera.postprocessing.bokeh_uniforms[ 'znear' ].value = camera.near;
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camera.postprocessing.bokeh_uniforms[ 'zfar' ].value = camera.far;
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camera.setLens( effectController.focalLength, camera.frameHeight, effectController.fstop, camera.coc );
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effectController[ 'focalDepth' ] = camera.postprocessing.bokeh_uniforms[ 'focalDepth' ].value;
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};
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//
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var gui = new dat.GUI();
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gui.add( effectController, 'focalLength', 1, 135, 0.01 ).onChange( matChanger );
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gui.add( effectController, 'fstop', 1.8, 22, 0.01 ).onChange( matChanger );
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gui.add( effectController, 'focalDepth', 0.1, 100, 0.001 ).onChange( matChanger );
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gui.add( effectController, 'showFocus', true ).onChange( matChanger );
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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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event.preventDefault();
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mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
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mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
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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 render() {
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theta += 0.1;
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camera.position.x = radius * Math.sin( THREE.Math.degToRad( theta ) );
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camera.position.y = radius * Math.sin( THREE.Math.degToRad( theta ) );
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camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) );
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camera.lookAt( scene.position );
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camera.updateMatrixWorld();
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// find intersections
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raycaster.setFromCamera( mouse, camera );
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var intersects = raycaster.intersectObjects( scene.children );
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if ( intersects.length > 0 ) {
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var targetDistance = intersects[ 0 ].distance;
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camera.focusAt( targetDistance ); // using Cinematic camera focusAt method
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if ( INTERSECTED != intersects[ 0 ].object ) {
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if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
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INTERSECTED = intersects[ 0 ].object;
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INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
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INTERSECTED.material.emissive.setHex( 0xff0000 );
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}
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} else {
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if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
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INTERSECTED = null;
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}
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//
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if ( camera.postprocessing.enabled ) {
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camera.renderCinematic( scene, renderer );
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} else {
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scene.overrideMaterial = 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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