209 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			209 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | 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 }; |