| 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 };
 
 
  |