繼承自PerspectiveCameide
構造函數引用的PerspectiveCamera的構造函數, 代碼以下函數
var CinematicCamera = function ( fov, aspect, near, far ) { PerspectiveCamera.call( this, fov, aspect, near, far ); ... }
那麼說到底, CinematicCamera仍是PerspectiveCamera!!!post
效果演示ui
有沒有發現其中的奧祕呢?this
這種相機能夠設置焦點哦, 突出想要關注的地方, 其餘地方比較模糊spa
屬性名: 類型 | 功能 | 默認值 |
---|---|---|
type : 字符串 | 描述信息 | 'CinematicCamera' |
postprocessing : 對象 | 對相機的所有設置 | { enabled: true } |
shaderSettings : 對象 | 渲染設置, 最後應用在postprocessing | { rings: 3, samples: 4 } |
depthShader : 未知 | 組成ShaderMaterial給materialDepth | BokehDepthShader |
materialDepth : ShaderMaterial | 賦予了scene.overrideMaterial | materialDepth |
materialDepth插件
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;
方法名: 返回類型 | 功能 | 具體內容 |
---|---|---|
類方法 : setLens( focalLength, filmGauge, fNumber, coc ) | setLens | |
類方法 : linearize( depth ) | linearize | |
類方法 : smoothstep( near, far, depth ) | smoothstep | |
類方法 : saturate( x ) | saturate | |
類方法 : focusAt( focusDistance ) | focusAt | |
類方法 : initPostProcessing() | initPostProcessing | |
類方法 : renderCinematic( scene, renderer ) | renderCinematic |
setLensrest
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 ); };
linearizecode
function ( depth ) { var zfar = this.far; var znear = this.near; return - zfar * znear / ( depth * ( zfar - znear ) - zfar ); };
smoothsteporm
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 ); } };