2
0

BokehPass.js 3.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119
  1. /**
  2. * Depth-of-field post-process with bokeh shader
  3. */
  4. THREE.BokehPass = function ( scene, camera, params ) {
  5. THREE.Pass.call( this );
  6. this.scene = scene;
  7. this.camera = camera;
  8. var focus = ( params.focus !== undefined ) ? params.focus : 1.0;
  9. var aspect = ( params.aspect !== undefined ) ? params.aspect : camera.aspect;
  10. var aperture = ( params.aperture !== undefined ) ? params.aperture : 0.025;
  11. var maxblur = ( params.maxblur !== undefined ) ? params.maxblur : 1.0;
  12. // render targets
  13. var width = params.width || window.innerWidth || 1;
  14. var height = params.height || window.innerHeight || 1;
  15. this.renderTargetDepth = new THREE.WebGLRenderTarget( width, height, {
  16. minFilter: THREE.NearestFilter,
  17. magFilter: THREE.NearestFilter,
  18. stencilBuffer: false
  19. } );
  20. this.renderTargetDepth.texture.name = "BokehPass.depth";
  21. // depth material
  22. this.materialDepth = new THREE.MeshDepthMaterial();
  23. this.materialDepth.depthPacking = THREE.RGBADepthPacking;
  24. this.materialDepth.blending = THREE.NoBlending;
  25. // bokeh material
  26. if ( THREE.BokehShader === undefined ) {
  27. console.error( "THREE.BokehPass relies on THREE.BokehShader" );
  28. }
  29. var bokehShader = THREE.BokehShader;
  30. var bokehUniforms = THREE.UniformsUtils.clone( bokehShader.uniforms );
  31. bokehUniforms[ "tDepth" ].value = this.renderTargetDepth.texture;
  32. bokehUniforms[ "focus" ].value = focus;
  33. bokehUniforms[ "aspect" ].value = aspect;
  34. bokehUniforms[ "aperture" ].value = aperture;
  35. bokehUniforms[ "maxblur" ].value = maxblur;
  36. bokehUniforms[ "nearClip" ].value = camera.near;
  37. bokehUniforms[ "farClip" ].value = camera.far;
  38. this.materialBokeh = new THREE.ShaderMaterial( {
  39. defines: Object.assign( {}, bokehShader.defines ),
  40. uniforms: bokehUniforms,
  41. vertexShader: bokehShader.vertexShader,
  42. fragmentShader: bokehShader.fragmentShader
  43. } );
  44. this.uniforms = bokehUniforms;
  45. this.needsSwap = false;
  46. this.fsQuad = new THREE.Pass.FullScreenQuad( this.materialBokeh );
  47. this.oldClearColor = new THREE.Color();
  48. };
  49. THREE.BokehPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  50. constructor: THREE.BokehPass,
  51. render: function ( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
  52. // Render depth into texture
  53. this.scene.overrideMaterial = this.materialDepth;
  54. this.oldClearColor.copy( renderer.getClearColor() );
  55. var oldClearAlpha = renderer.getClearAlpha();
  56. var oldAutoClear = renderer.autoClear;
  57. renderer.autoClear = false;
  58. renderer.setClearColor( 0xffffff );
  59. renderer.setClearAlpha( 1.0 );
  60. renderer.setRenderTarget( this.renderTargetDepth );
  61. renderer.clear();
  62. renderer.render( this.scene, this.camera );
  63. // Render bokeh composite
  64. this.uniforms[ "tColor" ].value = readBuffer.texture;
  65. this.uniforms[ "nearClip" ].value = this.camera.near;
  66. this.uniforms[ "farClip" ].value = this.camera.far;
  67. if ( this.renderToScreen ) {
  68. renderer.setRenderTarget( null );
  69. this.fsQuad.render( renderer );
  70. } else {
  71. renderer.setRenderTarget( writeBuffer );
  72. renderer.clear();
  73. this.fsQuad.render( renderer );
  74. }
  75. this.scene.overrideMaterial = null;
  76. renderer.setClearColor( this.oldClearColor );
  77. renderer.setClearAlpha( oldClearAlpha );
  78. renderer.autoClear = oldAutoClear;
  79. }
  80. } );