提交 444b4cd7 编写于 作者: M Mugen87

Examples: Clean up

上级 683289bd
......@@ -53,14 +53,11 @@ Use WEBGL Depth buffer support?
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, scene, renderer,
material_depth;
var camera, scene, renderer, materialDepth;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var height = window.innerHeight;
var postprocessing = { enabled : true };
var shaderSettings = {
......@@ -72,7 +69,7 @@ Use WEBGL Depth buffer support?
var mouse = new THREE.Vector2();
var raycaster = new THREE.Raycaster();
var distance = 100;
var target = new THREE.Vector3( 0, 20, -50 );
var target = new THREE.Vector3( 0, 20, - 50 );
var effectController;
var planes = [];
var leaves = 100;
......@@ -85,7 +82,7 @@ Use WEBGL Depth buffer support?
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / height, 1, 3000 );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 3000 );
camera.position.y = 150;
camera.position.z = 450;
......@@ -95,56 +92,28 @@ Use WEBGL Depth buffer support?
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, height );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.autoClear = false;
container.appendChild( renderer.domElement );
material_depth = new THREE.MeshDepthMaterial();
material_depth.depthPacking = THREE.RGBADepthPacking;
material_depth.blending = THREE.NoBlending;
materialDepth = new THREE.MeshDepthMaterial();
materialDepth.depthPacking = THREE.RGBADepthPacking;
materialDepth.blending = THREE.NoBlending;
//
// skybox
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 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 = new THREE.CubeTextureLoader().load( 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
} );
var mesh = new THREE.Mesh( new THREE.BoxGeometry( 1000, 1000, 1000 ), material );
camera.add( mesh );
// Focusing Floor
scene.background = textureCube;
// var planeGeometry = new THREE.PlaneBufferGeometry( 500, 500, 1, 1 );
// plane particles
// 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( {
......@@ -157,21 +126,23 @@ Use WEBGL Depth buffer support?
var rand = Math.random;
for (var i=0;i<leaves;i++) {
var plane = new THREE.Mesh(planePiece, planeMat);
plane.rotation.set(rand(), rand(), rand());
for ( var i = 0; i < leaves; i ++ ) {
var 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.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);
scene.add( plane );
planes.push( plane );
}
// Adding Monkeys
// adding Monkeys
var loader2 = new THREE.BufferGeometryLoader();
loader2.load( 'models/json/suzanne_buffergeometry.json', function ( geometry ) {
......@@ -194,12 +165,12 @@ Use WEBGL Depth buffer support?
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.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 = -Math.PI / 2;
mesh.rotation.z = -i / monkeys * Math.PI * 2;
mesh.rotation.y = - Math.PI / 2;
mesh.rotation.z = - i / monkeys * Math.PI * 2;
scene.add( mesh );
......@@ -207,13 +178,12 @@ Use WEBGL Depth buffer support?
} );
// add balls
// Add Balls
var geometry = new THREE.SphereGeometry( 1, 20, 20 );
var geometry = new THREE.SphereBufferGeometry( 1, 20, 20 );
for ( var i = 0; i < 20; i ++ ) {
// MeshPhongMaterial
var ballmaterial = new THREE.MeshPhongMaterial( {
color: 0xffffff * Math.random(),
shininess: 0.5,
......@@ -230,8 +200,7 @@ Use WEBGL Depth buffer support?
}
// Lights
// lights
scene.add( new THREE.AmbientLight( 0x222222 ) );
......@@ -240,17 +209,11 @@ Use WEBGL Depth buffer support?
scene.add( directionalLight );
var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 );
directionalLight.position.set( -2, 1.2, -10 ).normalize();
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();
container.appendChild( stats.dom );
......@@ -286,11 +249,16 @@ Use WEBGL Depth buffer support?
};
var matChanger = function( ) {
var matChanger = function() {
for ( var e in effectController ) {
if ( e in postprocessing.bokeh_uniforms ) {
postprocessing.bokeh_uniforms[ e ].value = effectController[ e ];
}
for (var e in effectController) {
if (e in postprocessing.bokeh_uniforms)
postprocessing.bokeh_uniforms[ e ].value = effectController[ e ];
}
postprocessing.enabled = effectController.enabled;
......@@ -302,35 +270,35 @@ Use WEBGL Depth buffer support?
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, '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, '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, 'showFocus' ).onChange( matChanger );
gui.add( effectController, 'manualdof' ).onChange( matChanger );
gui.add( effectController, 'vignetting' ).onChange( matChanger );
gui.add( effectController, "depthblur" ).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, '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, 'focalLength', 16, 80, 0.001 ).onChange( matChanger );
gui.add( effectController, "noise" ).onChange( matChanger );
gui.add( effectController, 'noise' ).onChange( matChanger );
gui.add( effectController, "dithering", 0, 0.001, 0.0001 ).onChange( matChanger );
gui.add( effectController, 'dithering', 0, 0.001, 0.0001 ).onChange( matChanger );
gui.add( effectController, "pentagon" ).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 );
gui.add( shaderSettings, 'rings', 1, 8).step(1).onChange( shaderUpdate );
gui.add( shaderSettings, 'samples', 1, 13).step(1).onChange( shaderUpdate );
matChanger();
......@@ -352,7 +320,7 @@ Use WEBGL Depth buffer support?
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));
postprocessing.bokeh_uniforms[ 'focusCoords' ].value.set( event.clientX / window.innerWidth, 1 - ( event.clientY / window.innerHeight ) );
}
......@@ -391,21 +359,17 @@ Use WEBGL Depth buffer support?
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 );
postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
var bokeh_shader = THREE.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 = height;
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( {
......@@ -427,9 +391,9 @@ Use WEBGL Depth buffer support?
}
function shaderUpdate() {
postprocessing.materialBokeh.defines.RINGS = shaderSettings.rings;
postprocessing.materialBokeh.defines.SAMPLES = shaderSettings.samples;
postprocessing.materialBokeh.needsUpdate = true;
}
......@@ -443,29 +407,35 @@ Use WEBGL Depth buffer support?
}
function linearize(depth) {
function linearize( depth ) {
var zfar = camera.far;
var znear = camera.near;
return -zfar * znear / (depth * (zfar - znear) - zfar);
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 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 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.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 );
......@@ -488,8 +458,6 @@ Use WEBGL Depth buffer support?
var ldistance = linearize(1 - sdistance);
// (Math.random() < 0.1) && console.log('moo', targetDistance, distance, ldistance);
postprocessing.bokeh_uniforms[ 'focalDepth' ].value = ldistance;
effectController['focalDepth'] = ldistance;
......@@ -498,15 +466,18 @@ Use WEBGL Depth buffer support?
}
for (var i=0;i<leaves;i++) {
var plane = planes[i];
for ( var i = 0; i < leaves; i ++ ) {
var 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 ( plane.position.y < 0 ) plane.position.y += 300;
}
......@@ -514,17 +485,17 @@ Use WEBGL Depth buffer support?
renderer.clear();
// Render scene into texture
// render scene into texture
renderer.render( scene, camera, postprocessing.rtTextureColor, true );
// Render depth into texture
// render depth into texture
scene.overrideMaterial = material_depth;
scene.overrideMaterial = materialDepth;
renderer.render( scene, camera, postprocessing.rtTextureDepth, true );
scene.overrideMaterial = null;
// Render bokeh composite
// render bokeh composite
renderer.render( postprocessing.scene, postprocessing.camera );
......
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