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added CinematicCamera in examples/js/cameras; changed light in webgl_camera_cinematic; removed builds from three.js

kaypikun %!s(int64=9) %!d(string=hai) anos
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d9e2faf625

+ 0 - 187
build/three.js

@@ -17120,193 +17120,6 @@ 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
 
 /**

+ 0 - 0
src/cameras/CinematicCamera.js → examples/js/cameras/CinematicCamera.js


+ 3 - 4
examples/webgl_camera_cinematic.html

@@ -19,8 +19,7 @@
 
 		<script src="js/shaders/BokehShader2.js"></script>
 
-		<!--<script src="../src/cameras/PerspectiveCamera.js"></script>-->
-		<!--<script src="../src/cameras/CinematicCamera.js"></script>-->
+		<script src="js/cameras/CinematicCamera.js"></script>
 
 		<script src="js/libs/stats.min.js"></script>
 		<script src='js/libs/dat.gui.min.js'></script>
@@ -56,9 +55,9 @@
 
 
 				scene = new THREE.Scene();
-				scene.add( new THREE.AmbientLight( 0xffffff, 0.03 ) );
+				scene.add( new THREE.AmbientLight( 0xffffff, 0.3 ) );
 
-				var light = new THREE.DirectionalLight( 0xffffff, 1 );
+				var light = new THREE.DirectionalLight( 0xffffff, 0.35 );
 				light.position.set( 1, 1, 1 ).normalize();
 				scene.add( light );
 

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

@@ -61,7 +61,6 @@
 	"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",