123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162 |
- ( function () {
- class CinematicCamera extends THREE.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 = THREE.BokehDepthShader;
- this.materialDepth = new THREE.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 THREE.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 THREE.Scene();
- this.postprocessing.camera = new THREE.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: THREE.LinearFilter,
- magFilter: THREE.LinearFilter,
- format: THREE.RGBFormat
- };
- this.postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
- this.postprocessing.rtTextureColor = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
- const bokeh_shader = THREE.BokehShader;
- this.postprocessing.bokeh_uniforms = THREE.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 THREE.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 THREE.Mesh( new THREE.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 );
- }
- }
- }
- THREE.CinematicCamera = CinematicCamera;
- } )();
|