BokehPass.js 3.2 KB

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