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webgl_camera_cinematic.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Verge3D webgl - camera cinematic</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
body {
background-color: #fff;
color: #000;
}
a {
color: #08f;
}
</style>
</head>
<body>
<div id="info">
<a href="https://www.soft8soft.com/verge3d" target="_blank" rel="noopener">Verge3D</a> webgl - interactive cubes
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"v3d": "../build/v3d.module.js",
"v3d/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as v3d from 'v3d';
import Stats from 'v3d/addons/libs/stats.module.js';
import { GUI } from 'v3d/addons/libs/lil-gui.module.min.js';
import { CinematicCamera } from 'v3d/addons/cameras/CinematicCamera.js';
let camera, scene, raycaster, renderer, stats;
const mouse = new v3d.Vector2();
let INTERSECTED;
const radius = 100;
let theta = 0;
init();
animate();
function init() {
camera = new CinematicCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.setLens(5);
camera.position.set(2, 1, 500);
scene = new v3d.Scene();
scene.background = new v3d.Color(0xf0f0f0);
scene.add(new v3d.AmbientLight(0xffffff, 0.3));
const light = new v3d.DirectionalLight(0xffffff, 0.35);
light.position.set(1, 1, 1).normalize();
scene.add(light);
const geometry = new v3d.BoxGeometry(20, 20, 20);
for (let i = 0; i < 1500; i++) {
const object = new v3d.Mesh(geometry, new v3d.MeshLambertMaterial({ color: Math.random() * 0xffffff }));
object.position.x = Math.random() * 800 - 400;
object.position.y = Math.random() * 800 - 400;
object.position.z = Math.random() * 800 - 400;
scene.add(object);
}
raycaster = new v3d.Raycaster();
renderer = new v3d.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
stats = new Stats();
document.body.appendChild(stats.dom);
document.addEventListener('mousemove', onDocumentMouseMove);
window.addEventListener('resize', onWindowResize);
const effectController = {
focalLength: 15,
// jsDepthCalculation: true,
// shaderFocus: false,
//
fstop: 2.8,
// maxblur: 1.0,
//
showFocus: false,
focalDepth: 3,
// 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
};
const matChanger = function() {
for (const e in effectController) {
if (e in camera.postprocessing.bokeh_uniforms) {
camera.postprocessing.bokeh_uniforms[e].value = effectController[e];
}
}
camera.postprocessing.bokeh_uniforms['znear'].value = camera.near;
camera.postprocessing.bokeh_uniforms['zfar'].value = camera.far;
camera.setLens(effectController.focalLength, camera.frameHeight, effectController.fstop, camera.coc);
effectController['focalDepth'] = camera.postprocessing.bokeh_uniforms['focalDepth'].value;
};
//
const gui = new GUI();
gui.add(effectController, 'focalLength', 1, 135, 0.01).onChange(matChanger);
gui.add(effectController, 'fstop', 1.8, 22, 0.01).onChange(matChanger);
gui.add(effectController, 'focalDepth', 0.1, 100, 0.001).onChange(matChanger);
gui.add(effectController, 'showFocus', true).onChange(matChanger);
matChanger();
window.addEventListener('resize', onWindowResize);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseMove(event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = - (event.clientY / window.innerHeight) * 2 + 1;
}
function animate() {
requestAnimationFrame(animate, renderer.domElement);
render();
stats.update();
}
function render() {
theta += 0.1;
camera.position.x = radius * Math.sin(v3d.MathUtils.degToRad(theta));
camera.position.y = radius * Math.sin(v3d.MathUtils.degToRad(theta));
camera.position.z = radius * Math.cos(v3d.MathUtils.degToRad(theta));
camera.lookAt(scene.position);
camera.updateMatrixWorld();
// find intersections
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(scene.children, false);
if (intersects.length > 0) {
const targetDistance = intersects[0].distance;
camera.focusAt(targetDistance); // using Cinematic camera focusAt method
if (INTERSECTED != intersects[0].object) {
if (INTERSECTED) INTERSECTED.material.emissive.setHex(INTERSECTED.currentHex);
INTERSECTED = intersects[0].object;
INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
INTERSECTED.material.emissive.setHex(0xff0000);
}
} else {
if (INTERSECTED) INTERSECTED.material.emissive.setHex(INTERSECTED.currentHex);
INTERSECTED = null;
}
//
if (camera.postprocessing.enabled) {
camera.renderCinematic(scene, renderer);
} else {
scene.overrideMaterial = null;
renderer.clear();
renderer.render(scene, camera);
}
}
</script>
</body>
</html>