Camera插件之CinematicCamera

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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