zoukankan      html  css  js  c++  java
  • ThreeJS系列1_CinematicCameraJS插件详解

    ThreeJS系列1_CinematicCameraJS插件详解

    接着上篇 ThreeJS系列1_CinematicCameraJS插件介绍

    1. 属性的来龙去脉

    type

    // 描述信息
    this.type = 'CinematicCamera';
    

    shaderSettings

    1. 初始化代码
    	this.shaderSettings = {
    		rings: 3,
    		samples: 4
    	};
    
    1. 使用地点
    this.postprocessing.materialBokeh = new ShaderMaterial( {
        //...忽略代码
        defines: {
            RINGS: this.shaderSettings.rings,
            SAMPLES: this.shaderSettings.samples,
            DEPTH_PACKING: 1
        }
    } );
    
    1. 小结

    shaderSettings 最终作为 postprocessing.materialBokeh 的值使用

    shaderSettings --> postprocessing.materialBokeh

    materialDepth

    1. 初始化代码
    //	ShaderMaterial 使用自定义shader渲染的材质。 shader是一个用GLSL编写的小程序 ,在GPU上运行。
        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;
    
    1. 使用地点
    // scene.overrideMaterial: 
    // 如果不为空,它将强制场景中的每个物体使用这里的材质来渲染。默认值为null。
    scene.overrideMaterial = this.materialDepth;
    
    1. 小结

    当做 scene.overrideMaterial

    postprocessing

    1. 初始化代码
    this.postprocessing = { enabled: true };
    
    1. 使用地点
    // 主要在这个方法中进行更多的初始化
    this.initPostProcessing();
    ...
    // 在这个方法中进行聚焦操作
    CinematicCamera.prototype.focusAt = function ( focusDistance ) {
        ...
        this.postprocessing.bokeh_uniforms[ 'focalDepth' ].value = this.ldistance;
    };
    
    1. 总结

    CinematicCamera主要参数在postprocessing中设置

    2. 方法作用

    setLens

    // 提供fnumber和coc(混淆圈)作为额外参数
    CinematicCamera.prototype.setLens = function ( focalLength, filmGauge, fNumber, coc ) {
    
     // 对于cinematicCamera来说,拥有一个默认的镜头设置很重要
     if ( focalLength === undefined ) focalLength = 35;
     if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
    
     this.setFocalLength( focalLength );
    
     // 如果没有提供fnumber和coc, cinematicCamera尝试充当一个基本的PerspectiveCamera
     if ( fNumber === undefined ) fNumber = 8;
     if ( coc === undefined ) coc = 0.019;
    
     this.fNumber = fNumber;
     this.coc = coc;
    
     // fNumber是光圈对焦的
     this.aperture = focalLength / this.fNumber;
    
     // 超过焦距的镜头时需要计算depthOfField试图集中在远处给fNumber和focalLength
     this.hyperFocal = ( focalLength * focalLength ) / ( this.aperture * this.coc );
    
    };
    

    作用: 初始化相机焦距相关

    focusAt

    // 距相机较远的对焦功能, focusDistance 表示对焦物体到相机距离
    CinematicCamera.prototype.focusAt = function ( focusDistance ) {
    
     if ( focusDistance === undefined ) focusDistance = 20;
    
     var focalLength = this.getFocalLength();
    
     // 与相机之间的距离(正常情况下为函数集)来聚焦
     this.focus = focusDistance;
    
     // 距相机最近的对焦点(未使用)
     this.nearPoint = ( this.hyperFocal * this.focus ) / ( this.hyperFocal + ( this.focus - focalLength ) );
    
     // 距相机最远的对焦点(未使用)
     this.farPoint = ( this.hyperFocal * this.focus ) / ( this.hyperFocal - ( this.focus - focalLength ) );
    
     // 所有东西都集中在里面的空间的间隙或宽度(未使用)
     this.depthOfField = this.farPoint - this.nearPoint;
    
     // 考虑标准镜头的最小焦距(未使用)
     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;
    };
    // 线性化, 具体原理我也不懂
    CinematicCamera.prototype.linearize = function ( depth ) {
    	var zfar = this.far;
    	var znear = this.near;
    	return - zfar * znear / ( depth * ( zfar - znear ) - zfar );
    };
    // 平滑处理
    CinematicCamera.prototype.smoothstep = function ( near, far, depth ) {
    	var x = this.saturate( ( depth - near ) / ( far - near ) );
    	return x * x * ( 3 - 2 * x );
    };
    // 判断x是否在0-1之间, 若x>1, 返回1; 若x<0, 返回0; 若x在0-1, 返回x
    CinematicCamera.prototype.saturate = function ( x ) {
    	return Math.max( 0, Math.min( 1, x ) );
    };
    
    

    作用: 修改相机的焦距, 虽然原理可能看不懂, 但是使用起来还是十分简单的: focusAt(焦距)

    initPostProcessing

    CinematicCamera.prototype.initPostProcessing = function () {
    
     // 判断是否启用postprocessing(后置处理), 不启用, 初始化直接结束, this指实例化相机对象
     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 };
      // WebGLRenderTarget: render target是一个缓冲,就是在这个缓冲中,视频卡为正在后台渲染的场景绘制
      // 像素。 它用于不同的效果,例如用于在一个图像显示在屏幕上之前先做一些处理。
      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 );
    // 可以设置的参数如下所示
      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

    加入启用了postprocessing, 那么使用这个方法渲染场景, 代替renderer.render(scene, camera)

    CinematicCamera.prototype.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 );
    
     }
    
    };
    

    3. 使用步骤

    • 可以更改的属性
    • 使用步骤
    1. 创建相机, 和PerspectiveCamera一样
    camera = new CinematicCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
    
    1. 初始化焦距
    // 初始化焦距
    camera.setLens(5);
    // 初始化位置
    camera.position.set(2, 1, 500);
    
    1. 设置相机相关属性
      1. 创建属性对象, 下面所有都可以设置

        let effectController = {
          // BokehDepthShader中属性
          focalLength: 15,
          // jsDepthCalculation: true,
          // shaderFocus: false,
          fstop: 2.8,
          // maxblur: 1.0,
          showFocus: false,
          focalDepth: 3,
          // manualdof: false,
          // vignetting: false,
          // depthblur: false,
          //
          // threshold: 0.5,
          // gain: 2.0,
          // bias: 0.5,
          // fringe: 0.7,
          //
          // focalLength: 22,
          // noise: true,
          // pentagon: false,
          //
          // dithering: 0.0001
        };
        
      2. 将属性对象赋值到相机上

        let matChanger = function(){
          // 遍历属性对象, 赋值到相机的属性上
          for(let e in effectController){
            if( e in camera.postprocessing.bokeh_uniforms){
              camera.postprocessing.bokeh_uniforms[e].value = effectController[e];
        
            }
          }
          camera.postprocessing.bokeh_uniforms[ 'znear' ].value = camera.near;
          camera.postprocessing.bokeh_uniforms[ 'zfar' ].value = camera.far;
          camera.setLens( effectController.focalLength, camera.frameHeight, effectController.fstop, camera.coc );
          effectController[ 'focalDepth' ] = camera.postprocessing.bokeh_uniforms[ 'focalDepth' ].value;
        };
        // 执行方法
        matChanger();
        
    2. 设置焦距
    camera.focusAt(targetDistance);
    

    4. 源码

    <template>
      <div ref="container">
    
      </div>
    </template>
    
    <script>
    
      import * as THREE from 'three';
      import {OrbitControls} from "../../assets/examples/jsm/controls/OrbitControls";
      import Stats from "../../assets/examples/jsm/libs/stats.module";
      import {CinematicCamera} from "../../assets/examples/jsm/cameras/CinematicCamera";
      import {GUI} from "../../assets/examples/jsm/libs/dat.gui.module";
    
      let scene, renderer;
      let camera;
    
      let container, stats;
    
      let raycaster, mouse = new THREE.Vector2(), INTERSECTED;
      let radius = 100,
          theta = 0;
    
      function init() {
        container = this.$refs.container;
    
        scene = new THREE.Scene();
        scene.background = new THREE.Color( 0xf0f0f0 );
    
        renderer = new THREE.WebGLRenderer({
          antialias: true,
        });
        renderer.setPixelRatio(window.devicePixelRatio);
        renderer.setSize(window.innerWidth, window.innerHeight);
        container.appendChild(renderer.domElement);
    
        // camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight);
        // camera.position.set(4, 5, 6);
        camera = new CinematicCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
        // 重写了一个PerspectiveCamera不要的方法
        camera.setLens(5);
        camera.position.set(2, 1, 500);
    
        // let orbitControls = new OrbitControls(camera, renderer.domElement);
        // scene.add(new THREE.AxesHelper(5));
        stats = new Stats();
        container.appendChild(stats.dom);
    
        // light
        scene.add( new THREE.AmbientLight( 0xffffff, 0.3 ) );
        var light = new THREE.DirectionalLight( 0xffffff, 0.35 );
        light.position.set( 1, 1, 1 ).normalize();
        scene.add( light );
    
        var geometry = new THREE.SphereBufferGeometry(10, 32, 32);
        // var geometry = new THREE.BoxBufferGeometry( 20, 20, 20 );
    
        for ( var i = 0; i < 1500; i ++ ) {
    
          // 不一样的颜色
          var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
    
          // 位置 -400到400
          object.position.x = Math.random() * 800 - 400;
          object.position.y = Math.random() * 800 - 400;
          object.position.z = Math.random() * 800 - 400;
    
          scene.add( object );
        }
    
        raycaster = new THREE.Raycaster();
    
        let effectController = {
          // BokehDepthShader中属性
          focalLength: 15,
          // jsDepthCalculation: true,
          // shaderFocus: false,
          fstop: 2.8,
          // maxblur: 1.0,
          showFocus: false,
          focalDepth: 3,
          // manualdof: false,
          // vignetting: false,
          // depthblur: false,
          //
          // threshold: 0.5,
          // gain: 2.0,
          // bias: 0.5,
          // fringe: 0.7,
          //
          // focalLength: 22,
          // noise: true,
          // pentagon: false,
          //
          // dithering: 0.0001
        };
    
        let matChanger = function(){
          for(let e in effectController){
            if( e in camera.postprocessing.bokeh_uniforms){
              camera.postprocessing.bokeh_uniforms[e].value = effectController[e];
    
            }
          }
          camera.postprocessing.bokeh_uniforms[ 'znear' ].value = camera.near;
          camera.postprocessing.bokeh_uniforms[ 'zfar' ].value = camera.far;
          camera.setLens( effectController.focalLength, camera.frameHeight, effectController.fstop, camera.coc );
          effectController[ 'focalDepth' ] = camera.postprocessing.bokeh_uniforms[ 'focalDepth' ].value;
        };
    
        matChanger();
    
        this.camera = camera;
    
        window.addEventListener('resize', onResize, false);
        window.addEventListener('mousemove', onMousemove, false);
      }
    
      function onMousemove(event) {
        // 取消事件的默认动作
        event.preventDefault();
    
        mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
        mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
    
      }
    
      function onResize() {
        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
    
        renderer.setSize(window.innerWidth, window.innerHeight);
      }
    
      function animation() {
        stats.update();
    
        render();
        // renderer.render(scene, camera);
    
        requestAnimationFrame(animation);
      }
    
      function render() {
        theta += 0.1;
        // MathUtils.degToRad(theta) 将度转化为弧度
        camera.position.x = radius * Math.sin(THREE.MathUtils.degToRad(theta));
        camera.position.y = radius * Math.sin(THREE.MathUtils.degToRad(theta));
        camera.position.z = radius * Math.cos(THREE.MathUtils.degToRad(theta));
    
        camera.lookAt(scene.position);
    
        // 更新物体及后代的全局变换
        camera.updateMatrixWorld();
    
        raycaster.setFromCamera(mouse, camera);
    
        let intersects = raycaster.intersectObjects(scene.children);
    
        if (intersects.length > 0) {
          let targetDistance = intersects[0].distance;
    
          camera.focusAt(targetDistance);
    
          if (INTERSECTED != intersects[0].object) {
            if(INTERSECTED) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
    
            INTERSECTED = intersects[ 0 ].object;
            INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
            // MeshLambertMaterial的属性emissive
            // 材质的放射(光)颜色,基本上是不受其他光照影响的固有颜色。默认为黑色。
            INTERSECTED.material.emissive.setHex( 0xff0000 );
          }
        }else {
          if(INTERSECTED) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
    
          INTERSECTED = null;
    
        }
    
        if (camera.postprocessing.enabled) {
          camera.renderCinematic(scene, renderer);
        }else {
          scene.overrideMaterial = null;
    
          renderer.clear();
          renderer.render(scene, camera);
        }
    
      }
    
    
      export default {
        name: "CameraCinematic",
        data(){
          return {
            effectController: {
    
            },
            camera: {},
          }
        },
        mounted() {
          init.call(this);
          animation();
        }
      }
    </script>
    
    <style scoped>
    
    </style>
    
  • 相关阅读:
    重温算法第一篇:冒泡排序
    服务器报警邮件发送到QQ邮箱,但是被系统拦截
    记录MongoDB常用查询
    一次 Mysql 字符集的报错,最后让我万马奔腾!!!
    Hbase 一次表异常,有一张表 无法count scan 一直显示重连
    spark编译安装 spark 2.1.0 hadoop2.6.0-cdh5.7.0
    有一些sql 是必须要做笔记的!!
    linux 修改openfiles
    在线HTTP POST/GET接口测试工具
    HBase 官方文档中文版
  • 原文地址:https://www.cnblogs.com/xiaxiangx/p/13782573.html
Copyright © 2011-2022 走看看