• ThreeJS系列1_CinematicCameraJS插件介绍


    ThreeJS系列1_CinematicCameraJS插件介绍

    继承自PerspectiveCame

    构造函数引用的PerspectiveCamera的构造函数, 代码如下

    var CinematicCamera = function ( fov, aspect, near, far ) {
        
    	PerspectiveCamera.call( this, fov, aspect, near, far );
        ...
    }
    

    那么说到底, CinematicCamera还是PerspectiveCamera!!!

    效果演示

    有没有发现其中的奥秘呢?

    这种相机可以设置焦点哦, 突出想要关注的地方, 其他地方比较模糊

    1. 属性介绍

    属性名: 类型 功能 默认值
    type : 字符串 描述信息 'CinematicCamera'
    postprocessing : 对象 对相机的全部设置 { enabled: true }
    shaderSettings : 对象 渲染设置, 最后应用在postprocessing { rings: 3, samples: 4 }
    depthShader : 未知 组成ShaderMaterial给materialDepth BokehDepthShader
    materialDepth : ShaderMaterial 赋予了scene.overrideMaterial materialDepth

    materialDepth

    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;
    
    scene.overrideMaterial = this.materialDepth;
    

    2. 方法介绍

    方法名: 返回类型 功能 具体内容
    类方法 : setLens( focalLength, filmGauge, fNumber, coc ) setLens
    类方法 : linearize( depth ) linearize
    类方法 : smoothstep( near, far, depth ) smoothstep
    类方法 : saturate( x ) saturate
    类方法 : focusAt( focusDistance ) focusAt
    类方法 : initPostProcessing() initPostProcessing
    类方法 : renderCinematic( scene, renderer ) renderCinematic

    3. 方法详情

    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 );
    
    };
    

    linearize

    function ( depth ) {
    
     var zfar = this.far;
     var znear = this.near;
     return - zfar * znear / ( depth * ( zfar - znear ) - zfar );
    
    };
    

    smoothstep

    function ( near, far, depth ) {
    
     var x = this.saturate( ( depth - near ) / ( far - near ) );
     return x * x * ( 3 - 2 * x );
    
    };
    

    saturate

    function ( x ) {
    
     return Math.max( 0, Math.min( 1, x ) );
    
    }
    

    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;
    
    };
    

    initPostProcessing

    function () {
    
     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 );
    
      var pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBFormat };
      this.postprocessing.rtTextureDepth = new WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
      this.postprocessing.rtTextureColor = new WebGLRenderTarget( window.innerWidth, window.innerHeight, pars );
    
      var 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 PlaneBufferGeometry( window.innerWidth, window.innerHeight ), this.postprocessing.materialBokeh );
      this.postprocessing.quad.position.z = - 500;
      this.postprocessing.scene.add( this.postprocessing.quad );
    
     }
    
    };
    

    renderCinematic

    function ( scene, renderer ) {
    
     if ( this.postprocessing.enabled ) {
    
      var 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 );
    
     }
    
    };
    
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  • 原文地址:https://www.cnblogs.com/xiaxiangx/p/13781652.html
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