three-stdlib
Version:
stand-alone library of threejs examples
133 lines (132 loc) • 5.57 kB
JavaScript
"use strict";
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
const THREE = require("three");
const BokehShader2 = require("../shaders/BokehShader2.cjs");
class CinematicCamera extends THREE.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 = BokehShader2.BokehDepthShader;
this.materialDepth = new THREE.ShaderMaterial({
uniforms: depthShader.uniforms,
vertexShader: depthShader.vertexShader,
fragmentShader: depthShader.fragmentShader
});
this.materialDepth.uniforms["mNear"].value = near;
this.materialDepth.uniforms["mFar"].value = far;
this.setLens();
this.initPostProcessing();
}
// providing fnumber and coc(Circle of Confusion) as extra arguments
setLens(focalLength, filmGauge, fNumber, coc) {
if (focalLength === void 0)
focalLength = 35;
if (filmGauge !== void 0)
this.filmGauge = filmGauge;
this.setFocalLength(focalLength);
if (fNumber === void 0)
fNumber = 8;
if (coc === void 0)
coc = 0.019;
this.fNumber = fNumber;
this.coc = coc;
this.aperture = focalLength / this.fNumber;
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) {
if (focusDistance === void 0)
focusDistance = 20;
const focalLength = this.getFocalLength();
this.focus = focusDistance;
this.nearPoint = this.hyperFocal * this.focus / (this.hyperFocal + (this.focus - focalLength));
this.farPoint = this.hyperFocal * this.focus / (this.hyperFocal - (this.focus - focalLength));
this.depthOfField = this.farPoint - this.nearPoint;
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 THREE.Scene();
this.postprocessing.camera = new THREE.OrthographicCamera(
window.innerWidth / -2,
window.innerWidth / 2,
window.innerHeight / 2,
window.innerHeight / -2,
-1e4,
1e4
);
this.postprocessing.scene.add(this.postprocessing.camera);
this.postprocessing.rtTextureDepth = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight);
this.postprocessing.rtTextureColor = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight);
const bokeh_shader = BokehShader2.BokehShader2;
this.postprocessing.bokeh_uniforms = THREE.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;
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,
DEPTH_PACKING: 1
}
});
this.postprocessing.quad = new THREE.Mesh(
new THREE.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();
scene.overrideMaterial = null;
renderer.setRenderTarget(this.postprocessing.rtTextureColor);
renderer.clear();
renderer.render(scene, this);
scene.overrideMaterial = this.materialDepth;
renderer.setRenderTarget(this.postprocessing.rtTextureDepth);
renderer.clear();
renderer.render(scene, this);
renderer.setRenderTarget(null);
renderer.render(this.postprocessing.scene, this.postprocessing.camera);
renderer.setRenderTarget(currentRenderTarget);
}
}
}
exports.CinematicCamera = CinematicCamera;
//# sourceMappingURL=CinematicCamera.cjs.map