景深效果 - DepthOfField
引擎实现的景深效果规定了距离相机最近、最远阈值,在相机和最近距离范围内的物体都为清晰的;而一旦超出了最近距离,物体随距离增加会呈现越来越模糊的效果。直到最远达到最大模糊程度。
ts
//初始化引擎
await Engine3D.init();
Engine3D.setting.render.postProcessing.depthOfView.near = 150;
Engine3D.setting.render.postProcessing.depthOfView.far = 300;
Engine3D.setting.render.postProcessing.depthOfView.pixelOffset = 1;
// 添加 DepthOfFieldPost
let postProcessing = this.scene.addComponent(PostProcessingComponent);
postProcessing.addPost(DepthOfFieldPost); //景深效果。
//开始渲染
let view = new View3D();
view.scene = this.scene;
view.camera = this.camera;
Engine3D.startRenderView(view);
Engine3D.setting.render.postProcessing.depthOfView 配置参数。
参数 | 类型 | 描述 |
---|---|---|
near | number | 设定低于该距离的物体将不会被模糊处理 |
far | number | 设定高于该距离的物体将会得到最大程度的模糊,[near,far] 之间的对象将会使用 [0,1] 之间线性插值过的系数做模糊处理 |
pixelOffset | number | 模糊效果像素扩散距离 |
ts
import { DepthOfFieldPost, DirectLight, Engine3D, PostProcessingComponent, View3D, LitMaterial, HoverCameraController, KelvinUtil, MeshRenderer, Object3D, PlaneGeometry, Scene3D, SphereGeometry, SSR_IS_Kernel, CameraUtil, webGPUContext, AtmosphericComponent } from '@orillusion/core';
import * as dat from 'dat.gui';
class Sample_DepthOfView {
lightObj: Object3D;
scene: Scene3D;
constructor() {}
async run() {
Engine3D.setting.shadow.enable = true;
Engine3D.setting.shadow.shadowBound = 100;
await Engine3D.init({
canvasConfig: {
devicePixelRatio: 1
}
});
this.scene = new Scene3D();
this.scene.addComponent(AtmosphericComponent).sunY = 0.6;
let camera = CameraUtil.createCamera3DObject(this.scene);
camera.perspective(60, webGPUContext.aspect, 1, 5000.0);
let ctrl = camera.object3D.addComponent(HoverCameraController);
ctrl.setCamera(100, -15, 150);
await this.initScene(this.scene);
let view = new View3D();
view.scene = this.scene;
view.camera = camera;
Engine3D.startRenderView(view);
let postProcessing = this.scene.addComponent(PostProcessingComponent);
let DOFPost = postProcessing.addPost(DepthOfFieldPost);
DOFPost.near = 160
DOFPost.far = 550
DOFPost.pixelOffset = 2
let GUIHelp = new dat.GUI();
GUIHelp.addFolder('Depth of Field');
GUIHelp.add(DOFPost, 'near', 0, 400, 1);
GUIHelp.add(DOFPost, 'far', 150, 1000, 1);
}
async initScene(scene: Scene3D) {
/******** light *******/
{
this.lightObj = new Object3D();
this.lightObj.rotationX = 15;
this.lightObj.rotationY = 110;
this.lightObj.rotationZ = 0;
let lc = this.lightObj.addComponent(DirectLight);
lc.lightColor = KelvinUtil.color_temperature_to_rgb(5355);
lc.castShadow = true;
lc.intensity = 5;
scene.addChild(this.lightObj);
}
// load a test gltf model
let minimalObj = await Engine3D.res.loadGltf('https://cdn.orillusion.com/PBR/ToyCar/ToyCar.gltf');
minimalObj.scaleX = minimalObj.scaleY = minimalObj.scaleZ = 800;
scene.addChild(minimalObj);
this.createPlane(scene);
return true;
}
private createPlane(scene: Scene3D) {
let mat = new LitMaterial();
{
let debugGeo = new PlaneGeometry(2000, 2000);
let obj: Object3D = new Object3D();
let mr = obj.addComponent(MeshRenderer);
mr.material = mat;
mr.geometry = debugGeo;
scene.addChild(obj);
}
{
let sphereGeometry = new SphereGeometry(10, 50, 50);
let obj: Object3D = new Object3D();
let mr = obj.addComponent(MeshRenderer);
mr.material = mat;
mr.geometry = sphereGeometry;
obj.x = 30;
obj.y = 10;
scene.addChild(obj);
}
{
let seeds = SSR_IS_Kernel.createSeeds();
let sphereGeometry = new SphereGeometry(2, 50, 50);
for (let i = 0; i < seeds.length; i++) {
let pt = seeds[i];
let obj: Object3D = new Object3D();
let mr = obj.addComponent(MeshRenderer);
mr.material = mat;
mr.geometry = sphereGeometry;
obj.y = pt.z;
obj.x = pt.x;
obj.z = pt.y;
scene.addChild(obj);
}
}
}
}
new Sample_DepthOfView().run();