Code viewer for World: Camera / Cinematic - inter...

// 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 );

				}

			}