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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 };