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