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- /**
- * @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.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 );
- }
- }
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