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da3336cf
编写于
11月 23, 2015
作者:
M
Mr.doob
浏览文件
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差异文件
Merge pull request #7664 from kaypiKun/CinematicCamera_2
Cinematic Camera with bokehShader2.
上级
3c42d97a
94865c5e
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
425 addition
and
0 deletion
+425
-0
examples/js/cameras/CinematicCamera.js
examples/js/cameras/CinematicCamera.js
+181
-0
examples/webgl_camera_cinematic.html
examples/webgl_camera_cinematic.html
+244
-0
未找到文件。
examples/js/cameras/CinematicCamera.js
0 → 100644
浏览文件 @
da3336cf
/**
* @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
);
}
}
examples/webgl_camera_cinematic.html
0 → 100644
浏览文件 @
da3336cf
<!DOCTYPE html>
<html
lang=
"en"
>
<head>
<title>
three.js webgl-camera cinematic
</title>
<meta
charset=
"utf-8"
>
<meta
name=
"viewport"
content=
"width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"
>
<style>
body
{
font-family
:
Monospace
;
background-color
:
#f0f0f0
;
margin
:
0px
;
overflow
:
hidden
;
}
</style>
</head>
<body>
<script
src=
"../build/three.js"
></script>
<script
src=
"js/shaders/BokehShader2.js"
></script>
<script
src=
"js/cameras/CinematicCamera.js"
></script>
<script
src=
"js/libs/stats.min.js"
></script>
<script
src=
'js/libs/dat.gui.min.js'
></script>
<script>
var
container
,
stats
;
var
camera
,
scene
,
raycaster
,
renderer
;
var
mouse
=
new
THREE
.
Vector2
(),
INTERSECTED
;
var
radius
=
100
,
theta
=
0
;
init
();
animate
();
function
init
()
{
container
=
document
.
createElement
(
'
div
'
);
document
.
body
.
appendChild
(
container
);
var
info
=
document
.
createElement
(
'
div
'
);
info
.
style
.
position
=
'
absolute
'
;
info
.
style
.
top
=
'
10px
'
;
info
.
style
.
width
=
'
100%
'
;
info
.
style
.
textAlign
=
'
center
'
;
info
.
innerHTML
=
'
<a href="http://threejs.org" target="_blank">three.js</a> webgl - interactive cubes
'
;
container
.
appendChild
(
info
);
camera
=
new
THREE
.
CinematicCamera
(
60
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
1000
);
camera
.
setLens
(
5
);
camera
.
position
.
set
(
2
,
1
,
500
);
scene
=
new
THREE
.
Scene
();
scene
.
add
(
new
THREE
.
AmbientLight
(
0xffffff
,
0.3
)
);
var
light
=
new
THREE
.
DirectionalLight
(
0xffffff
,
0.35
);
light
.
position
.
set
(
1
,
1
,
1
).
normalize
();
scene
.
add
(
light
);
var
geometry
=
new
THREE
.
BoxGeometry
(
20
,
20
,
20
);
for
(
var
i
=
0
;
i
<
1500
;
i
++
)
{
var
object
=
new
THREE
.
Mesh
(
geometry
,
new
THREE
.
MeshLambertMaterial
(
{
color
:
Math
.
random
()
*
0xffffff
}
)
);
object
.
position
.
x
=
Math
.
random
()
*
800
-
400
;
object
.
position
.
y
=
Math
.
random
()
*
800
-
400
;
object
.
position
.
z
=
Math
.
random
()
*
800
-
400
;
scene
.
add
(
object
);
}
raycaster
=
new
THREE
.
Raycaster
();
renderer
=
new
THREE
.
WebGLRenderer
({
antialias
:
true
});
renderer
.
setClearColor
(
0xf0f0f0
);
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
renderer
.
sortObjects
=
false
;
container
.
appendChild
(
renderer
.
domElement
);
stats
=
new
Stats
();
stats
.
domElement
.
style
.
position
=
'
absolute
'
;
stats
.
domElement
.
style
.
top
=
'
0px
'
;
container
.
appendChild
(
stats
.
domElement
);
document
.
addEventListener
(
'
mousemove
'
,
onDocumentMouseMove
,
false
);
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
var
effectController
=
{
focalLength
:
15
,
// jsDepthCalculation: true,
// shaderFocus: false,
//
fstop
:
2.8
,
// maxblur: 1.0,
//
showFocus
:
false
,
focalDepth
:
3
,
// manualdof: false,
// vignetting: false,
// depthblur: false,
//
// threshold: 0.5,
// gain: 2.0,
// bias: 0.5,
// fringe: 0.7,
//
// focalLength: 35,
// noise: true,
// pentagon: false,
//
// dithering: 0.0001
};
var
matChanger
=
function
(
)
{
for
(
var
e
in
effectController
)
{
if
(
e
in
camera
.
postprocessing
.
bokeh_uniforms
)
camera
.
postprocessing
.
bokeh_uniforms
[
e
].
value
=
effectController
[
e
];
}
camera
.
postprocessing
.
bokeh_uniforms
[
'
znear
'
].
value
=
camera
.
near
;
camera
.
postprocessing
.
bokeh_uniforms
[
'
zfar
'
].
value
=
camera
.
far
;
camera
.
setLens
(
effectController
.
focalLength
,
camera
.
frameHeight
,
effectController
.
fstop
,
camera
.
coc
);
effectController
[
'
focalDepth
'
]
=
camera
.
postprocessing
.
bokeh_uniforms
[
"
focalDepth
"
].
value
;
};
var
gui
=
new
dat
.
GUI
();
gui
.
add
(
effectController
,
"
focalLength
"
,
1
,
135
,
0.01
).
onChange
(
matChanger
);
gui
.
add
(
effectController
,
"
fstop
"
,
1.8
,
22
,
0.01
).
onChange
(
matChanger
);
gui
.
add
(
effectController
,
"
focalDepth
"
,
0.1
,
100
,
0.001
).
onChange
(
matChanger
);
gui
.
add
(
effectController
,
"
showFocus
"
,
true
).
onChange
(
matChanger
);
matChanger
();
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
}
function
onWindowResize
()
{
camera
.
aspect
=
window
.
innerWidth
/
window
.
innerHeight
;
camera
.
updateProjectionMatrix
();
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
}
function
onDocumentMouseMove
(
event
)
{
event
.
preventDefault
();
mouse
.
x
=
(
event
.
clientX
/
window
.
innerWidth
)
*
2
-
1
;
mouse
.
y
=
-
(
event
.
clientY
/
window
.
innerHeight
)
*
2
+
1
;
}
function
animate
()
{
requestAnimationFrame
(
animate
,
renderer
.
domElement
);
render
();
stats
.
update
();
}
function
render
()
{
theta
+=
0.1
;
camera
.
position
.
x
=
radius
*
Math
.
sin
(
THREE
.
Math
.
degToRad
(
theta
)
);
camera
.
position
.
y
=
radius
*
Math
.
sin
(
THREE
.
Math
.
degToRad
(
theta
)
);
camera
.
position
.
z
=
radius
*
Math
.
cos
(
THREE
.
Math
.
degToRad
(
theta
)
);
camera
.
lookAt
(
scene
.
position
);
camera
.
updateMatrixWorld
();
// find intersections
raycaster
.
setFromCamera
(
mouse
,
camera
);
var
intersects
=
raycaster
.
intersectObjects
(
scene
.
children
);
if
(
intersects
.
length
>
0
)
{
var
targetDistance
=
intersects
[
0
].
distance
;
//Using Cinematic camera focusAt method
camera
.
focusAt
(
targetDistance
);
if
(
INTERSECTED
!=
intersects
[
0
].
object
)
{
if
(
INTERSECTED
)
INTERSECTED
.
material
.
emissive
.
setHex
(
INTERSECTED
.
currentHex
);
INTERSECTED
=
intersects
[
0
].
object
;
INTERSECTED
.
currentHex
=
INTERSECTED
.
material
.
emissive
.
getHex
();
INTERSECTED
.
material
.
emissive
.
setHex
(
0xff0000
);
}
}
else
{
if
(
INTERSECTED
)
INTERSECTED
.
material
.
emissive
.
setHex
(
INTERSECTED
.
currentHex
);
INTERSECTED
=
null
;
}
if
(
camera
.
postprocessing
.
enabled
){
//rendering Cinematic Camera effects
camera
.
renderCinematic
(
scene
,
renderer
);
}
else
{
scene
.
overrideMaterial
=
null
;
renderer
.
clear
();
renderer
.
render
(
scene
,
camera
);
}
}
</script>
</body>
</html>
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