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- import {
- LinearFilter,
- Mesh,
- OrthographicCamera,
- PerspectiveCamera,
- PlaneGeometry,
- RGBFormat,
- Scene,
- ShaderMaterial,
- UniformsUtils,
- WebGLRenderTarget
- } from '../../../build/three.module.js';
- import { BokehShader } from '../shaders/BokehShader2.js';
- import { BokehDepthShader } from '../shaders/BokehShader2.js';
- class CinematicCamera extends PerspectiveCamera {
- constructor( fov, aspect, near, far ) {
- super( fov, aspect, near, far );
- this.type = 'CinematicCamera';
- this.postprocessing = { enabled: true };
- this.shaderSettings = {
- rings: 3,
- samples: 4
- };
- const depthShader = BokehDepthShader;
- this.materialDepth = new ShaderMaterial( {
- uniforms: depthShader.uniforms,
- vertexShader: depthShader.vertexShader,
- fragmentShader: depthShader.fragmentShader
- } );
- this.materialDepth.uniforms[ 'mNear' ].value = near;
- this.materialDepth.uniforms[ 'mFar' ].value = far;
- // In case of cinematicCamera, having a default lens set is important
- this.setLens();
- this.initPostProcessing();
- }
- // providing fnumber and coc(Circle of Confusion) as extra arguments
- // In case of cinematicCamera, having a default lens set is important
- // if fnumber and coc are not provided, cinematicCamera tries to act as a basic PerspectiveCamera
- setLens( focalLength = 35, filmGauge = 35, fNumber = 8, coc = 0.019 ) {
- this.filmGauge = filmGauge;
- this.setFocalLength( focalLength );
- this.fNumber = fNumber;
- this.coc = coc;
- // fNumber is focalLength by aperture
- this.aperture = focalLength / this.fNumber;
- // hyperFocal is required to calculate depthOfField when a lens tries to focus at a distance with given fNumber and focalLength
- this.hyperFocal = ( focalLength * focalLength ) / ( this.aperture * this.coc );
- }
- linearize( depth ) {
- const zfar = this.far;
- const znear = this.near;
- return - zfar * znear / ( depth * ( zfar - znear ) - zfar );
- }
- smoothstep( near, far, depth ) {
- const x = this.saturate( ( depth - near ) / ( far - near ) );
- return x * x * ( 3 - 2 * x );
- }
- saturate( x ) {
- return Math.max( 0, Math.min( 1, x ) );
- }
- // function for focusing at a distance from the camera
- focusAt( focusDistance = 20 ) {
- const focalLength = this.getFocalLength();
- // distance from the camera (normal to frustrum) to focus on
- this.focus = focusDistance;
- // the nearest point from the camera which is in focus (unused)
- this.nearPoint = ( this.hyperFocal * this.focus ) / ( this.hyperFocal + ( this.focus - focalLength ) );
- // the farthest point from the camera which is in focus (unused)
- this.farPoint = ( this.hyperFocal * this.focus ) / ( this.hyperFocal - ( this.focus - focalLength ) );
- // the gap or width of the space in which is everything is in focus (unused)
- this.depthOfField = this.farPoint - this.nearPoint;
- // Considering minimum distance of focus for a standard lens (unused)
- if ( this.depthOfField < 0 ) this.depthOfField = 0;
- this.sdistance = this.smoothstep( this.near, this.far, this.focus );
- this.ldistance = this.linearize( 1 - this.sdistance );
- this.postprocessing.bokeh_uniforms[ 'focalDepth' ].value = this.ldistance;
- }
- initPostProcessing() {
- if ( this.postprocessing.enabled ) {
- this.postprocessing.scene = new Scene();
- this.postprocessing.camera = new OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10000, 10000 );
- this.postprocessing.scene.add( this.postprocessing.camera );
- const pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBFormat };
- this.postprocessing.rtTextureDepth = new WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
- this.postprocessing.rtTextureColor = new WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
- const bokeh_shader = BokehShader;
- this.postprocessing.bokeh_uniforms = UniformsUtils.clone( bokeh_shader.uniforms );
- this.postprocessing.bokeh_uniforms[ 'tColor' ].value = this.postprocessing.rtTextureColor.texture;
- this.postprocessing.bokeh_uniforms[ 'tDepth' ].value = this.postprocessing.rtTextureDepth.texture;
- this.postprocessing.bokeh_uniforms[ 'manualdof' ].value = 0;
- this.postprocessing.bokeh_uniforms[ 'shaderFocus' ].value = 0;
- this.postprocessing.bokeh_uniforms[ 'fstop' ].value = 2.8;
- this.postprocessing.bokeh_uniforms[ 'showFocus' ].value = 1;
- this.postprocessing.bokeh_uniforms[ 'focalDepth' ].value = 0.1;
- //console.log( this.postprocessing.bokeh_uniforms[ "focalDepth" ].value );
- this.postprocessing.bokeh_uniforms[ 'znear' ].value = this.near;
- this.postprocessing.bokeh_uniforms[ 'zfar' ].value = this.near;
- this.postprocessing.bokeh_uniforms[ 'textureWidth' ].value = window.innerWidth;
- this.postprocessing.bokeh_uniforms[ 'textureHeight' ].value = window.innerHeight;
- this.postprocessing.materialBokeh = new ShaderMaterial( {
- uniforms: this.postprocessing.bokeh_uniforms,
- vertexShader: bokeh_shader.vertexShader,
- fragmentShader: bokeh_shader.fragmentShader,
- defines: {
- RINGS: this.shaderSettings.rings,
- SAMPLES: this.shaderSettings.samples,
- DEPTH_PACKING: 1
- }
- } );
- this.postprocessing.quad = new Mesh( new PlaneGeometry( window.innerWidth, window.innerHeight ), this.postprocessing.materialBokeh );
- this.postprocessing.quad.position.z = - 500;
- this.postprocessing.scene.add( this.postprocessing.quad );
- }
- }
- renderCinematic( scene, renderer ) {
- if ( this.postprocessing.enabled ) {
- const currentRenderTarget = renderer.getRenderTarget();
- renderer.clear();
- // Render scene into texture
- scene.overrideMaterial = null;
- renderer.setRenderTarget( this.postprocessing.rtTextureColor );
- renderer.clear();
- renderer.render( scene, this );
- // Render depth into texture
- scene.overrideMaterial = this.materialDepth;
- renderer.setRenderTarget( this.postprocessing.rtTextureDepth );
- renderer.clear();
- renderer.render( scene, this );
- // Render bokeh composite
- renderer.setRenderTarget( null );
- renderer.render( this.postprocessing.scene, this.postprocessing.camera );
- renderer.setRenderTarget( currentRenderTarget );
- }
- }
- }
- export { CinematicCamera };
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