// Cloned by threejs.org porting project on 15 Jul 2021 from World "Camera / Cinematic - interactive cubes" by Three.js porting demo
// Please leave this clone trail here.
// port of
// https://threejs.org/examples/?q=cinematic#webgl_camera_cinematic
// https://github.com/mrdoob/three.js/blob/master/examples/webgl_camera_cinematic.html
// load CSS from file (do everything from JS)
AB.loadCSS ( '/uploads/threeport/main.css' );
// load CSS from string
// can't do "document.write" in this World because it uses the JS Module form
AB.loadCSSstring ( `
body
{
background-color: #fff;
color: #000;
}
a
{
color: #08f;
} ` );
// path edits:
import * as THREE from '/api/threemodule/libs/three.module.js';
import Stats from '/uploads/threeport/stats.module.js';
import { GUI } from '/uploads/threeport/dat.gui.module.js';
import { CinematicCamera } from '/uploads/threeport/CinematicCamera.js'; // this JS itself needed some path edits
// no more changes
let camera, scene, raycaster, renderer, stats;
const mouse = new THREE.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 THREE.Scene();
scene.background = new THREE.Color( 0xf0f0f0 );
scene.add( new THREE.AmbientLight( 0xffffff, 0.3 ) );
const light = new THREE.DirectionalLight( 0xffffff, 0.35 );
light.position.set( 1, 1, 1 ).normalize();
scene.add( light );
const geometry = new THREE.BoxGeometry( 20, 20, 20 );
for ( let i = 0; i < 1500; i ++ ) {
const object = new THREE.Mesh( geometry, new THREE.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 THREE.Raycaster();
renderer = new THREE.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( THREE.MathUtils.degToRad( theta ) );
camera.position.y = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
camera.position.z = radius * Math.cos( THREE.MathUtils.degToRad( theta ) );
camera.lookAt( scene.position );
camera.updateMatrixWorld();
// find intersections
raycaster.setFromCamera( mouse, camera );
const intersects = raycaster.intersectObjects( scene.children );
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 );
}
}