添加关照、全局等高线、修改图层问题
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								static/sdk/three/jsm/cameras/CinematicCamera.js
									
									
									
									
									
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								static/sdk/three/jsm/cameras/CinematicCamera.js
									
									
									
									
									
										Normal file
									
								
							| @ -0,0 +1,208 @@ | ||||
| import { | ||||
| 	Mesh, | ||||
| 	OrthographicCamera, | ||||
| 	PerspectiveCamera, | ||||
| 	PlaneGeometry, | ||||
| 	Scene, | ||||
| 	ShaderMaterial, | ||||
| 	UniformsUtils, | ||||
| 	WebGLRenderTarget | ||||
| } from 'three'; | ||||
|  | ||||
| import { BokehShader, 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 ); | ||||
|  | ||||
| 			this.postprocessing.rtTextureDepth = new WebGLRenderTarget( window.innerWidth, window.innerHeight ); | ||||
| 			this.postprocessing.rtTextureColor = new WebGLRenderTarget( window.innerWidth, window.innerHeight ); | ||||
|  | ||||
| 			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 }; | ||||
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