BokehPass.js 3.5 KB

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  1. console.warn( "THREE.BokehPass: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/index.html#manual/en/introduction/Import-via-modules." );
  2. /**
  3. * Depth-of-field post-process with bokeh shader
  4. */
  5. THREE.BokehPass = function ( scene, camera, params ) {
  6. THREE.Pass.call( this );
  7. this.scene = scene;
  8. this.camera = camera;
  9. var focus = ( params.focus !== undefined ) ? params.focus : 1.0;
  10. var aspect = ( params.aspect !== undefined ) ? params.aspect : camera.aspect;
  11. var aperture = ( params.aperture !== undefined ) ? params.aperture : 0.025;
  12. var maxblur = ( params.maxblur !== undefined ) ? params.maxblur : 1.0;
  13. // render targets
  14. var width = params.width || window.innerWidth || 1;
  15. var height = params.height || window.innerHeight || 1;
  16. this.renderTargetDepth = new THREE.WebGLRenderTarget( width, height, {
  17. minFilter: THREE.NearestFilter,
  18. magFilter: THREE.NearestFilter,
  19. stencilBuffer: false
  20. } );
  21. this.renderTargetDepth.texture.name = "BokehPass.depth";
  22. // depth material
  23. this.materialDepth = new THREE.MeshDepthMaterial();
  24. this.materialDepth.depthPacking = THREE.RGBADepthPacking;
  25. this.materialDepth.blending = THREE.NoBlending;
  26. // bokeh material
  27. if ( THREE.BokehShader === undefined ) {
  28. console.error( "THREE.BokehPass relies on THREE.BokehShader" );
  29. }
  30. var bokehShader = THREE.BokehShader;
  31. var bokehUniforms = THREE.UniformsUtils.clone( bokehShader.uniforms );
  32. bokehUniforms[ "tDepth" ].value = this.renderTargetDepth.texture;
  33. bokehUniforms[ "focus" ].value = focus;
  34. bokehUniforms[ "aspect" ].value = aspect;
  35. bokehUniforms[ "aperture" ].value = aperture;
  36. bokehUniforms[ "maxblur" ].value = maxblur;
  37. bokehUniforms[ "nearClip" ].value = camera.near;
  38. bokehUniforms[ "farClip" ].value = camera.far;
  39. this.materialBokeh = new THREE.ShaderMaterial( {
  40. defines: Object.assign( {}, bokehShader.defines ),
  41. uniforms: bokehUniforms,
  42. vertexShader: bokehShader.vertexShader,
  43. fragmentShader: bokehShader.fragmentShader
  44. } );
  45. this.uniforms = bokehUniforms;
  46. this.needsSwap = false;
  47. this.fsQuad = new THREE.Pass.FullScreenQuad( this.materialBokeh );
  48. this.oldClearColor = new THREE.Color();
  49. };
  50. THREE.BokehPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  51. constructor: THREE.BokehPass,
  52. render: function ( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
  53. // Render depth into texture
  54. this.scene.overrideMaterial = this.materialDepth;
  55. this.oldClearColor.copy( renderer.getClearColor() );
  56. var oldClearAlpha = renderer.getClearAlpha();
  57. var oldAutoClear = renderer.autoClear;
  58. renderer.autoClear = false;
  59. renderer.setClearColor( 0xffffff );
  60. renderer.setClearAlpha( 1.0 );
  61. renderer.setRenderTarget( this.renderTargetDepth );
  62. renderer.clear();
  63. renderer.render( this.scene, this.camera );
  64. // Render bokeh composite
  65. this.uniforms[ "tColor" ].value = readBuffer.texture;
  66. this.uniforms[ "nearClip" ].value = this.camera.near;
  67. this.uniforms[ "farClip" ].value = this.camera.far;
  68. if ( this.renderToScreen ) {
  69. renderer.setRenderTarget( null );
  70. this.fsQuad.render( renderer );
  71. } else {
  72. renderer.setRenderTarget( writeBuffer );
  73. renderer.clear();
  74. this.fsQuad.render( renderer );
  75. }
  76. this.scene.overrideMaterial = null;
  77. renderer.setClearColor( this.oldClearColor );
  78. renderer.setClearAlpha( oldClearAlpha );
  79. renderer.autoClear = oldAutoClear;
  80. }
  81. } );