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 };