BokehPass.js 3.3 KB

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  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.renderTargetColor = new THREE.WebGLRenderTarget( width, height, {
  16. minFilter: THREE.LinearFilter,
  17. magFilter: THREE.LinearFilter,
  18. format: THREE.RGBFormat
  19. } );
  20. this.renderTargetColor.texture.name = "BokehPass.color";
  21. this.renderTargetDepth = this.renderTargetColor.clone();
  22. this.renderTargetDepth.texture.name = "BokehPass.depth";
  23. // depth material
  24. this.materialDepth = new THREE.MeshDepthMaterial();
  25. this.materialDepth.depthPacking = THREE.RGBADepthPacking;
  26. this.materialDepth.blending = THREE.NoBlending;
  27. // bokeh material
  28. if ( THREE.BokehShader === undefined ) {
  29. console.error( "THREE.BokehPass relies on THREE.BokehShader" );
  30. }
  31. var bokehShader = THREE.BokehShader;
  32. var bokehUniforms = THREE.UniformsUtils.clone( bokehShader.uniforms );
  33. bokehUniforms[ "tDepth" ].value = this.renderTargetDepth.texture;
  34. bokehUniforms[ "focus" ].value = focus;
  35. bokehUniforms[ "aspect" ].value = aspect;
  36. bokehUniforms[ "aperture" ].value = aperture;
  37. bokehUniforms[ "maxblur" ].value = maxblur;
  38. bokehUniforms[ "nearClip" ].value = camera.near;
  39. bokehUniforms[ "farClip" ].value = camera.far;
  40. this.materialBokeh = new THREE.ShaderMaterial( {
  41. defines: Object.assign( {}, bokehShader.defines ),
  42. uniforms: bokehUniforms,
  43. vertexShader: bokehShader.vertexShader,
  44. fragmentShader: bokehShader.fragmentShader
  45. } );
  46. this.uniforms = bokehUniforms;
  47. this.needsSwap = false;
  48. this.fsQuad = new THREE.Pass.FullScreenQuad( this.materialBokeh );
  49. this.oldClearColor = new THREE.Color();
  50. };
  51. THREE.BokehPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  52. constructor: THREE.BokehPass,
  53. render: function ( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
  54. // Render depth into texture
  55. this.scene.overrideMaterial = this.materialDepth;
  56. this.oldClearColor.copy( renderer.getClearColor() );
  57. var oldClearAlpha = renderer.getClearAlpha();
  58. var oldAutoClear = renderer.autoClear;
  59. renderer.autoClear = false;
  60. renderer.setClearColor( 0xffffff );
  61. renderer.setClearAlpha( 1.0 );
  62. renderer.setRenderTarget( this.renderTargetDepth );
  63. renderer.clear();
  64. renderer.render( this.scene, this.camera );
  65. // Render bokeh composite
  66. this.uniforms[ "tColor" ].value = readBuffer.texture;
  67. this.uniforms[ "nearClip" ].value = this.camera.near;
  68. this.uniforms[ "farClip" ].value = this.camera.far;
  69. if ( this.renderToScreen ) {
  70. renderer.setRenderTarget( null );
  71. this.fsQuad.render( renderer );
  72. } else {
  73. renderer.setRenderTarget( writeBuffer );
  74. renderer.clear();
  75. this.fsQuad.render( renderer );
  76. }
  77. this.scene.overrideMaterial = null;
  78. renderer.setClearColor( this.oldClearColor );
  79. renderer.setClearAlpha( oldClearAlpha );
  80. renderer.autoClear = oldAutoClear;
  81. }
  82. } );