| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212 | 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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