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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
nearnumber设定低于该距离的物体将不会被模糊处理。
farnumber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。
pixelOffsetnumber模糊效果像素扩散距离。

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<
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 = 0;
        DOFPost.far = 150;
        DOFPost.pixelOffset = 2;

        let GUIHelp = new dat.GUI();
        GUIHelp.addFolder('Depth of Field');
        GUIHelp.add(DOFPost, 'near', 0, 100, 1);
        GUIHelp.add(DOFPost, 'far', 150, 300, 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 = 10;
            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();