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added webgl_camera_cinematic example

kaypikun 9 年之前
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共有 2 个文件被更改,包括 188 次插入0 次删除
  1. 187 0
      build/three.js
  2. 1 0
      utils/build/includes/common.json

+ 187 - 0
build/three.js

@@ -17120,6 +17120,193 @@ THREE.PerspectiveCamera.prototype.toJSON = function ( meta ) {
 
 };
 
+// File:src/cameras/CinematicCamera.js
+
+/**
+  * @author mrdoob / http://mrdoob.com/
+  * @author greggman / http://games.greggman.com/
+  * @author zz85 / http://www.lab4games.net/zz85/blog
+  * @author kaypikun
+  */
+
+//Inheriting PerspectiveCamera
+
+THREE.CinematicCamera = function(fov, aspect, near, far){
+  THREE.PerspectiveCamera.call(this, fov, aspect, near, far);
+  this.type = "CinematicCamera";
+
+  this.postprocessing = { enabled  : true };
+  this.shaderSettings = {
+    rings: 3,
+    samples: 4
+  };
+
+  this.material_depth = new THREE.MeshDepthMaterial();
+  //In case of cinematicCamera, having a default lens set is important
+  this.setLens();
+
+  this.initPostProcessing();
+  
+};
+
+THREE.CinematicCamera.prototype = Object.create(THREE.PerspectiveCamera.prototype);
+THREE.CinematicCamera.prototype.constructor = THREE.CinematicCamera;
+
+
+//providing fnumber and coc(Circle of Confusion) as extra arguments
+THREE.CinematicCamera.prototype.setLens = function ( focalLength, frameHeight, fNumber, coc ) {
+
+  //In case of cinematicCamera, having a default lens set is important
+  if ( focalLength === undefined ) focalLength = 35;
+
+  THREE.PerspectiveCamera.prototype.setLens.call( this, focalLength, frameHeight );
+
+  //if fnumber and coc are not provided, cinematicCamera tries to act as a basic PerspectiveCamera
+  if ( fNumber === undefined ) fNumber = 8;
+  if ( coc === undefined ) coc = 0.019;
+
+
+
+  this.focalLength = focalLength;
+  this.fNumber = fNumber;
+  this.coc = coc;
+
+  //fNumber is focalLength by aperture
+  this.aperture = this.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 = (this.focalLength*this.focalLength)/(this.aperture*this.coc);
+
+};
+
+
+
+THREE.CinematicCamera.prototype.linearize = function(depth) {
+	var zfar = this.far;
+	var znear = this.near;
+	return -zfar * znear / (depth * (zfar - znear) - zfar);
+}
+
+
+THREE.CinematicCamera.prototype.smoothstep = function(near, far, depth) {
+	var x = this.saturate( (depth - near) / (far - near));
+	return x * x * (3- 2*x);
+}
+
+
+THREE.CinematicCamera.prototype.saturate = function(x) {
+	return Math.max(0, Math.min(1, x));
+}
+
+
+//function for focusing at a distance from the camera
+THREE.CinematicCamera.prototype.focusAt = function (focusDistance){
+
+  if ( focusDistance === undefined ) focusDistance = 20;
+
+  //distance from the camera (normal to frustrum) to focus on (unused)
+  this.focusDistance = focusDistance;
+
+  //the nearest point from the camera which is in focus (unused)
+  this.nearPoint = (this.hyperFocal*this.focusDistance)/(this.hyperFocal+(this.focusDistance-this.focalLength));
+
+  //the farthest point from the camera which is in focus (unused)
+  this.farPoint = (this.hyperFocal*this.focusDistance)/(this.hyperFocal-(this.focusDistance-this.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.focusDistance);
+
+	this.ldistance = this.linearize(1 -  this.sdistance);
+	
+	this.postprocessing.bokeh_uniforms[ 'focalDepth' ].value = this.ldistance;
+
+};
+
+
+
+THREE.CinematicCamera.prototype.initPostProcessing = function (){
+    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.camera.position= this.position;
+				this.postprocessing.camera.rotation= this.rotation;
+
+        this.postprocessing.scene.add( this.postprocessing.camera );
+
+        var 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 );
+
+
+
+        var bokeh_shader = THREE.BokehShader;
+
+        this.postprocessing.bokeh_uniforms = THREE.UniformsUtils.clone( bokeh_shader.uniforms );
+
+        this.postprocessing.bokeh_uniforms[ "tColor" ].value = this.postprocessing.rtTextureColor;
+        this.postprocessing.bokeh_uniforms[ "tDepth" ].value = this.postprocessing.rtTextureDepth;
+
+        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 } } );
+
+        this.postprocessing.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight ), this.postprocessing.materialBokeh );
+        this.postprocessing.quad.position.z = -500;
+        this.postprocessing.scene.add( this.postprocessing.quad );
+    }
+
+}
+
+THREE.CinematicCamera.prototype.renderCinematic = function (scene, renderer ){
+
+    if ( this.postprocessing.enabled ) {
+
+      renderer.clear();
+
+      // Render scene into texture
+
+      scene.overrideMaterial = null;
+      renderer.render( scene, camera, this.postprocessing.rtTextureColor, true );
+
+      // Render depth into texture
+
+      scene.overrideMaterial = this.material_depth;
+      renderer.render( scene, camera, this.postprocessing.rtTextureDepth, true );
+
+      // Render bokeh composite
+
+      renderer.render( this.postprocessing.scene, this.postprocessing.camera );
+
+    }
+
+}
+
 // File:src/lights/Light.js
 
 /**

+ 1 - 0
utils/build/includes/common.json

@@ -61,6 +61,7 @@
 	"src/cameras/CubeCamera.js",
 	"src/cameras/OrthographicCamera.js",
 	"src/cameras/PerspectiveCamera.js",
+	"src/cameras/CinematicCamera.js",
 	"src/lights/Light.js",
 	"src/lights/LightShadow.js",
 	"src/lights/AmbientLight.js",