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Add depth of field post-process with bokeh shader

Jay Weeks há 11 anos atrás
pai
commit
7eac0a724b
1 ficheiros alterados com 96 adições e 0 exclusões
  1. 96 0
      examples/js/postprocessing/BokehPass.js

+ 96 - 0
examples/js/postprocessing/BokehPass.js

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+/**
+ * Depth-of-field post-process with bokeh shader
+ */
+
+
+THREE.BokehPass = function ( scene, camera, params ) {
+
+	this.scene = scene;
+	this.camera = camera;
+
+	var focus = ( params.focus !== undefined ) ? params.focus : 1.0;
+	var aspect = ( params.aspect !== undefined ) ? params.aspect : camera.aspect;
+	var aperture = ( params.aperture !== undefined ) ? params.aperture : 0.025;
+	var maxblur = ( params.maxblur !== undefined ) ? params.maxblur : 1.0;
+
+	// render targets
+
+	var width = params.width || window.innerWidth || 1;
+	var height = params.height || window.innerHeight || 1;
+
+	this.renderTargetColor = new THREE.WebGLRenderTarget( width, height, {
+		minFilter: THREE.LinearFilter,
+		magFilter: THREE.LinearFilter,
+		format: THREE.RGBFormat
+	} );
+
+	this.renderTargetDepth = this.renderTargetColor.clone();
+
+	// depth material
+
+	this.materialDepth = new THREE.MeshDepthMaterial();
+
+	// bokeh material
+
+	if ( THREE.BokehShader === undefined ) {
+		console.error( "THREE.BokehPass relies on THREE.BokehShader" );
+	}
+	
+	var bokehShader = THREE.BokehShader;
+	var bokehUniforms = THREE.UniformsUtils.clone( bokehShader.uniforms );
+
+	bokehUniforms[ "tDepth" ].value = this.renderTargetDepth;
+
+	bokehUniforms[ "focus" ].value = focus;
+	bokehUniforms[ "aspect" ].value = aspect;
+	bokehUniforms[ "aperture" ].value = aperture;
+	bokehUniforms[ "maxblur" ].value = maxblur;
+
+	this.materialBokeh = new THREE.ShaderMaterial({
+		uniforms: bokehUniforms,
+		vertexShader: bokehShader.vertexShader,
+		fragmentShader: bokehShader.fragmentShader
+	});
+
+	this.uniforms = bokehUniforms;
+	this.enabled = true;
+	this.needsSwap = false;
+	this.renderToScreen = false;
+	this.clear = false;
+
+};
+
+THREE.BokehPass.prototype = {
+
+	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+
+		var composer = THREE.EffectComposer;
+
+		composer.quad.material = this.materialBokeh;
+
+		// Render depth into texture
+
+		this.scene.overrideMaterial = this.materialDepth;
+
+		renderer.render( this.scene, this.camera, this.renderTargetDepth, true );
+
+		// Render bokeh composite
+
+		this.uniforms[ "tColor" ].value = readBuffer;
+
+		if ( this.renderToScreen ) {
+
+			renderer.render( composer.scene, composer.camera );
+
+		} else {
+
+			renderer.render( composer.scene, composer.camera, writeBuffer, this.clear );
+
+		}
+
+		this.scene.overrideMaterial = null;
+
+	}
+
+};
+