webgl_postprocessing_dof2
对应 three.js 示例地址 。
仅需关注 init
函数的内容,其他部分都是示例小程序所使用的描述配置。
js
import * as THREE from "three";
import { BokehDepthShader, BokehShader } from "three/examples/jsm/shaders/BokehShader2.js";
/** @type {import("@minisheeep/mp-three-examples").OfficialExampleInfo} */
const exampleInfo = {
name: "webgl_postprocessing_dof2",
useLoaders: [],
info: [
[
{
tag: "a",
link: "https://threejs.org",
content: "three.js"
},
{
tag: "text",
content: "- webgl realistic depth-of-field bokeh example"
}
],
[
{
tag: "text",
content: "shader ported from"
},
{
tag: "a",
link: "http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)",
content: " Martins Upitis"
}
]
],
init: ({ window, canvas, GUI, Stats, needToDispose, useFrame }) => {
let stats;
let camera, scene, renderer, materialDepth;
let windowHalfX = window.innerWidth / 2;
let windowHalfY = window.innerHeight / 2;
let distance = 100;
let effectController;
const postprocessing = { enabled: true };
const shaderSettings = {
rings: 3,
samples: 4
};
const mouse = new THREE.Vector2();
const raycaster = new THREE.Raycaster();
const target = new THREE.Vector3(0, 20, -50);
const planes = [];
const leaves = 100;
init();
function init() {
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 3e3);
camera.position.y = 150;
camera.position.z = 450;
scene = new THREE.Scene();
scene.add(camera);
renderer = new THREE.WebGLRenderer({ canvas });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setAnimationLoop(animate);
renderer.autoClear = false;
const depthShader = BokehDepthShader;
materialDepth = new THREE.ShaderMaterial({
uniforms: depthShader.uniforms,
vertexShader: depthShader.vertexShader,
fragmentShader: depthShader.fragmentShader
});
materialDepth.uniforms["mNear"].value = camera.near;
materialDepth.uniforms["mFar"].value = camera.far;
const r = "textures/cube/Bridge2/";
const urls = [
r + "posx.jpg",
r + "negx.jpg",
r + "posy.jpg",
r + "negy.jpg",
r + "posz.jpg",
r + "negz.jpg"
];
const textureCubeLoader = new THREE.CubeTextureLoader();
const textureCube = textureCubeLoader.load(urls);
scene.background = textureCube;
const planePiece = new THREE.PlaneGeometry(10, 10, 1, 1);
const planeMat = new THREE.MeshPhongMaterial({
color: 16777215 * 0.4,
shininess: 0.5,
specular: 16777215,
envMap: textureCube,
side: THREE.DoubleSide,
forceSinglePass: true
});
const rand = Math.random;
for (let i = 0; i < leaves; i++) {
const 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);
}
const loader2 = new THREE.BufferGeometryLoader();
loader2.load("models/json/suzanne_buffergeometry.json", function(geometry2) {
geometry2.computeVertexNormals();
const material = new THREE.MeshPhongMaterial({
specular: 16777215,
envMap: textureCube,
shininess: 50,
reflectivity: 1,
flatShading: true
});
const monkeys = 20;
for (let i = 0; i < monkeys; i++) {
const mesh = new THREE.Mesh(geometry2, material);
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.y = i / monkeys * Math.PI * 2;
mesh.scale.setScalar(30);
scene.add(mesh);
}
});
const geometry = new THREE.SphereGeometry(1, 20, 20);
for (let i = 0; i < 20; i++) {
const ballmaterial = new THREE.MeshPhongMaterial({
color: 16777215 * Math.random(),
shininess: 0.5,
specular: 16777215,
envMap: textureCube
});
const mesh = new THREE.Mesh(geometry, ballmaterial);
mesh.position.x = (Math.random() - 0.5) * 200;
mesh.position.y = Math.random() * 50;
mesh.position.z = (Math.random() - 0.5) * 200;
mesh.scale.multiplyScalar(10);
scene.add(mesh);
}
scene.add(new THREE.AmbientLight(13421772));
const directionalLight1 = new THREE.DirectionalLight(16777215, 6);
directionalLight1.position.set(2, 1.2, 10).normalize();
scene.add(directionalLight1);
const directionalLight2 = new THREE.DirectionalLight(16777215, 3);
directionalLight2.position.set(-2, 1.2, -10).normalize();
scene.add(directionalLight2);
initPostprocessing();
stats = new Stats(renderer);
canvas.addEventListener("pointermove", onPointerMove);
effectController = {
enabled: true,
jsDepthCalculation: true,
shaderFocus: false,
fstop: 2.2,
maxblur: 1,
showFocus: false,
focalDepth: 2.8,
manualdof: false,
vignetting: false,
depthblur: false,
threshold: 0.5,
gain: 2,
bias: 0.5,
fringe: 0.7,
focalLength: 35,
noise: true,
pentagon: false,
dithering: 1e-4
};
const matChanger = function() {
for (const 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.setFocalLength(effectController.focalLength);
};
const gui = new GUI();
gui.add(effectController, "enabled").onChange(matChanger);
gui.add(effectController, "jsDepthCalculation").onChange(matChanger);
gui.add(effectController, "shaderFocus").onChange(matChanger);
gui.add(effectController, "focalDepth", 0, 200).listen().onChange(matChanger);
gui.add(effectController, "fstop", 0.1, 22, 1e-3).onChange(matChanger);
gui.add(effectController, "maxblur", 0, 5, 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, 1e-3).onChange(matChanger);
gui.add(effectController, "gain", 0, 100, 1e-3).onChange(matChanger);
gui.add(effectController, "bias", 0, 3, 1e-3).onChange(matChanger);
gui.add(effectController, "fringe", 0, 5, 1e-3).onChange(matChanger);
gui.add(effectController, "focalLength", 16, 80, 1e-3).onChange(matChanger);
gui.add(effectController, "noise").onChange(matChanger);
gui.add(effectController, "dithering", 0, 1e-3, 1e-4).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);
needToDispose(renderer, scene, textureCubeLoader, loader2);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
postprocessing.rtTextureDepth.setSize(window.innerWidth, window.innerHeight);
postprocessing.rtTextureColor.setSize(window.innerWidth, window.innerHeight);
postprocessing.bokeh_uniforms["textureWidth"].value = window.innerWidth;
postprocessing.bokeh_uniforms["textureHeight"].value = window.innerHeight;
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onPointerMove(event) {
if (event.isPrimary === false) return;
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 initPostprocessing() {
postprocessing.scene = new THREE.Scene();
postprocessing.camera = new THREE.OrthographicCamera(
window.innerWidth / -2,
window.innerWidth / 2,
window.innerHeight / 2,
window.innerHeight / -2,
-1e4,
1e4
);
postprocessing.camera.position.z = 100;
postprocessing.scene.add(postprocessing.camera);
postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget(
window.innerWidth,
window.innerHeight,
{ type: THREE.HalfFloatType }
);
postprocessing.rtTextureColor = new THREE.WebGLRenderTarget(
window.innerWidth,
window.innerHeight,
{ type: THREE.HalfFloatType }
);
const bokeh_shader = BokehShader;
postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone(bokeh_shader.uniforms);
postprocessing.bokeh_uniforms["tColor"].value = postprocessing.rtTextureColor.texture;
postprocessing.bokeh_uniforms["tDepth"].value = postprocessing.rtTextureDepth.texture;
postprocessing.bokeh_uniforms["textureWidth"].value = window.innerWidth;
postprocessing.bokeh_uniforms["textureHeight"].value = window.innerHeight;
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.PlaneGeometry(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() {
render();
stats.update();
}
function linearize(depth) {
const zfar = camera.far;
const znear = camera.near;
return -zfar * znear / (depth * (zfar - znear) - zfar);
}
function smoothstep(near, far, depth) {
const 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() {
const time = Date.now() * 15e-5;
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);
const intersects = raycaster.intersectObjects(scene.children, true);
const targetDistance = intersects.length > 0 ? intersects[0].distance : 1e3;
distance += (targetDistance - distance) * 0.03;
const sdistance = smoothstep(camera.near, camera.far, distance);
const ldistance = linearize(1 - sdistance);
postprocessing.bokeh_uniforms["focalDepth"].value = ldistance;
effectController["focalDepth"] = ldistance;
}
for (let i = 0; i < leaves; i++) {
const 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();
renderer.setRenderTarget(postprocessing.rtTextureColor);
renderer.clear();
renderer.render(scene, camera);
scene.overrideMaterial = materialDepth;
renderer.setRenderTarget(postprocessing.rtTextureDepth);
renderer.clear();
renderer.render(scene, camera);
scene.overrideMaterial = null;
renderer.setRenderTarget(null);
renderer.render(postprocessing.scene, postprocessing.camera);
} else {
scene.overrideMaterial = null;
renderer.setRenderTarget(null);
renderer.clear();
renderer.render(scene, camera);
}
}
}
};
export {
exampleInfo as default
};
ts
import { Loader, TypedArray } from 'three';
/**
* 官网示例的多端使用封装把版本
* */
export interface OfficialExampleInfo extends MiniProgramMeta {
/*** 示例名称(保持和官网一致)*/
name: string;
/** main */
init: (context: LoadContext) => void;
}
export interface LoadContext {
//为了减少官方代码的改动,实际上等同于 canvas
window: EventTarget & { innerWidth: number; innerHeight: number; devicePixelRatio: number };
/** HTMLCanvasElement */
canvas: any;
/** https://www.npmjs.com/package/lil-gui */
GUI: any;
/**
* https://www.npmjs.com/package/stats.js
* 也可以使用其他受支持的版本
* */
Stats: any;
/** 收集需要 dispose 的对象(官方示例没有处理这部分)*/
needToDispose: (...objs: any[]) => void | ((fromFn: () => any[]) => void);
/**基于 raq 的通用封装 */
useFrame(animateFunc: (/** ms */ delta: number) => void): { cancel: () => void };
/** 显示加载模态框 */
requestLoading(text?: string): Promise<void>;
/** 隐藏加载模态框*/
cancelLoading(): void;
/** 保存文件的通用封装*/
saveFile(
fileName: string,
data: ArrayBuffer | TypedArray | DataView | string
): Promise<string | null>;
/** 示例使用 DracoDecoder 时的资源路径 */
DecoderPath: {
GLTF: string;
STANDARD: string;
};
/** 为资源路径拼上 CDN 前缀 */
withCDNPrefix(path: string): string;
/**
* 在小程序中应使用 import { VideoTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/VideoTexture.js';
* 正常情况(web) 可直接使用 THREE.VideoTexture
* */
getVideoTexture(videoOptions: VideoOptions): Promise<[{ isVideoTexture: true }, video: any]>;
/**
* 在小程序中应使用 import { CameraTexture } from '@minisheep/three-platform-adapter/override/jsm/textures/CameraTexture.js';
* 正常情况(web) 可参考示例 webgl_materials_video_webcam
* */
getCameraTexture(): { isVideoTexture: true };
/** 用于动态修改 info 中的占位符*/
bindInfoText(template: `$${string}$`, initValue?: string): { value: string };
/** 分屏控件对应的事件回调 */
onSlideStart(handle: () => void): void;
/** 分屏控件对应的事件回调 */
onSlideEnd(handle: () => void): void;
/** 分屏控件对应的事件回调 */
onSlideChange(handle: (offset: number, boxSize: number) => void): void;
}
export type VideoOptions = {
src: string;
/** 相当于 HTMLVideoElement 的 naturalWidth (小程序中获取不到)*/
width: number;
/** 相当于 HTMLVideoElement 的 naturalHeight (小程序中获取不到)*/
height: number;
loop?: boolean;
autoplay?: boolean;
muted?: boolean;
};
/** 示例小程序中使用的一些配置 */
export interface MiniProgramMeta {
/** 用于统计加载相关信息 */
useLoaders: Loader[];
/** 通用 info */
info: TagItem[][];
/** 特殊 info */
infoPanel?: {
left?: [string, string][];
right?: [string, string][];
};
/** 分屏控件配置 */
needSlider?: {
/** 方向 */
direction?: 'horizontal' | 'vertical';
/** 初始偏移 0-100 */
initPosition?: number;
};
/** 操作摇杆控件 */
needArrowControls?: boolean;
/** 默认需要的画布类型 */
canvasType?: '2d' | 'webgl' | 'webgl2';
/** 为保持效果一致所需要的画布样式 */
canvasStyle?: {
bgColor?: string;
width?: number | string;
height?: number | string;
};
/** 部分示例需要在加载前进行一些提示 */
initAfterConfirm?: {
/**
* 提示类型
* @default 'default'
* */
type?: 'warning' | 'default';
text: string[];
};
}
export interface BaseTag<T extends string> {
tag: T;
content: string;
}
export interface ATag extends BaseTag<'a'> {
link: string;
}
export type TextTag = BaseTag<'text'>;
export type TagItem = TextTag | ATag;