/** * @author mrdoob / http://mrdoob.com/ * @author greggman / http://games.greggman.com/ * @author zz85 / http://www.lab4games.net/zz85/blog * @author kaypiKun */ 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, filmGauge, fNumber, coc ) { // In case of cinematicCamera, having a default lens set is important if ( focalLength === undefined ) focalLength = 35; if ( filmGauge !== undefined ) this.filmGauge = filmGauge; this.setFocalLength( focalLength ); // 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.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 ); }; 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; var 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; }; 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 ); } };