209 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			209 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									Mesh,
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									OrthographicCamera,
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									PerspectiveCamera,
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									PlaneGeometry,
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									Scene,
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									ShaderMaterial,
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									UniformsUtils,
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									WebGLRenderTarget
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								} from 'three';
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								import { BokehShader, BokehDepthShader } from '../shaders/BokehShader2.js';
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								class CinematicCamera extends PerspectiveCamera {
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									constructor( fov, aspect, near, far ) {
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										super( fov, aspect, near, far );
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										this.type = 'CinematicCamera';
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										this.postprocessing = { enabled: true };
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										this.shaderSettings = {
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											rings: 3,
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											samples: 4
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										};
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										const depthShader = BokehDepthShader;
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										this.materialDepth = new ShaderMaterial( {
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											uniforms: depthShader.uniforms,
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											vertexShader: depthShader.vertexShader,
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											fragmentShader: depthShader.fragmentShader
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										} );
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										this.materialDepth.uniforms[ 'mNear' ].value = near;
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										this.materialDepth.uniforms[ 'mFar' ].value = far;
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										// In case of cinematicCamera, having a default lens set is important
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										this.setLens();
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										this.initPostProcessing();
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									}
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									// providing fnumber and coc(Circle of Confusion) as extra arguments
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									// In case of cinematicCamera, having a default lens set is important
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									// if fnumber and coc are not provided, cinematicCamera tries to act as a basic PerspectiveCamera
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									setLens( focalLength = 35, filmGauge = 35, fNumber = 8, coc = 0.019 ) {
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										this.filmGauge = filmGauge;
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										this.setFocalLength( focalLength );
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										this.fNumber = fNumber;
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										this.coc = coc;
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										// fNumber is focalLength by aperture
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										this.aperture = focalLength / this.fNumber;
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										// hyperFocal is required to calculate depthOfField when a lens tries to focus at a distance with given fNumber and focalLength
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										this.hyperFocal = ( focalLength * focalLength ) / ( this.aperture * this.coc );
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									}
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									linearize( depth ) {
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										const zfar = this.far;
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										const znear = this.near;
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										return - zfar * znear / ( depth * ( zfar - znear ) - zfar );
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									}
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									smoothstep( near, far, depth ) {
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										const x = this.saturate( ( depth - near ) / ( far - near ) );
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										return x * x * ( 3 - 2 * x );
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									}
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									saturate( x ) {
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										return Math.max( 0, Math.min( 1, x ) );
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									}
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									// function for focusing at a distance from the camera
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									focusAt( focusDistance = 20 ) {
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										const focalLength = this.getFocalLength();
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										// distance from the camera (normal to frustrum) to focus on
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										this.focus = focusDistance;
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										// the nearest point from the camera which is in focus (unused)
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										this.nearPoint = ( this.hyperFocal * this.focus ) / ( this.hyperFocal + ( this.focus - focalLength ) );
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										// the farthest point from the camera which is in focus (unused)
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										this.farPoint = ( this.hyperFocal * this.focus ) / ( this.hyperFocal - ( this.focus - focalLength ) );
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										// the gap or width of the space in which is everything is in focus (unused)
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										this.depthOfField = this.farPoint - this.nearPoint;
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										// Considering minimum distance of focus for a standard lens (unused)
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										if ( this.depthOfField < 0 ) this.depthOfField = 0;
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										this.sdistance = this.smoothstep( this.near, this.far, this.focus );
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										this.ldistance = this.linearize( 1 -	this.sdistance );
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										this.postprocessing.bokeh_uniforms[ 'focalDepth' ].value = this.ldistance;
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									}
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									initPostProcessing() {
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										if ( this.postprocessing.enabled ) {
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											this.postprocessing.scene = new Scene();
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											this.postprocessing.camera = new OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2,	window.innerHeight / 2, window.innerHeight / - 2, - 10000, 10000 );
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											this.postprocessing.scene.add( this.postprocessing.camera );
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											this.postprocessing.rtTextureDepth = new WebGLRenderTarget( window.innerWidth, window.innerHeight );
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											this.postprocessing.rtTextureColor = new WebGLRenderTarget( window.innerWidth, window.innerHeight );
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											const bokeh_shader = BokehShader;
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											this.postprocessing.bokeh_uniforms = UniformsUtils.clone( bokeh_shader.uniforms );
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											this.postprocessing.bokeh_uniforms[ 'tColor' ].value = this.postprocessing.rtTextureColor.texture;
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											this.postprocessing.bokeh_uniforms[ 'tDepth' ].value = this.postprocessing.rtTextureDepth.texture;
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											this.postprocessing.bokeh_uniforms[ 'manualdof' ].value = 0;
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											this.postprocessing.bokeh_uniforms[ 'shaderFocus' ].value = 0;
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											this.postprocessing.bokeh_uniforms[ 'fstop' ].value = 2.8;
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											this.postprocessing.bokeh_uniforms[ 'showFocus' ].value = 1;
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											this.postprocessing.bokeh_uniforms[ 'focalDepth' ].value = 0.1;
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											//console.log( this.postprocessing.bokeh_uniforms[ "focalDepth" ].value );
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											this.postprocessing.bokeh_uniforms[ 'znear' ].value = this.near;
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											this.postprocessing.bokeh_uniforms[ 'zfar' ].value = this.near;
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											this.postprocessing.bokeh_uniforms[ 'textureWidth' ].value = window.innerWidth;
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											this.postprocessing.bokeh_uniforms[ 'textureHeight' ].value = window.innerHeight;
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											this.postprocessing.materialBokeh = new ShaderMaterial( {
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												uniforms: this.postprocessing.bokeh_uniforms,
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												vertexShader: bokeh_shader.vertexShader,
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												fragmentShader: bokeh_shader.fragmentShader,
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												defines: {
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													RINGS: this.shaderSettings.rings,
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													SAMPLES: this.shaderSettings.samples,
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													DEPTH_PACKING: 1
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												}
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											} );
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											this.postprocessing.quad = new Mesh( new PlaneGeometry( window.innerWidth, window.innerHeight ), this.postprocessing.materialBokeh );
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											this.postprocessing.quad.position.z = - 500;
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											this.postprocessing.scene.add( this.postprocessing.quad );
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										}
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									}
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									renderCinematic( scene, renderer ) {
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										if ( this.postprocessing.enabled ) {
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											const currentRenderTarget = renderer.getRenderTarget();
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											renderer.clear();
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											// Render scene into texture
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											scene.overrideMaterial = null;
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											renderer.setRenderTarget( this.postprocessing.rtTextureColor );
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											renderer.clear();
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											renderer.render( scene, this );
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											// Render depth into texture
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											scene.overrideMaterial = this.materialDepth;
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											renderer.setRenderTarget( this.postprocessing.rtTextureDepth );
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											renderer.clear();
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											renderer.render( scene, this );
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											// Render bokeh composite
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											renderer.setRenderTarget( null );
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											renderer.render( this.postprocessing.scene, this.postprocessing.camera );
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											renderer.setRenderTarget( currentRenderTarget );
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										}
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									}
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								}
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								export { CinematicCamera };
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