BokehPass.js 3.3 KB

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  1. ( function () {
  2. /**
  3. * Depth-of-field post-process with bokeh shader
  4. */
  5. class BokehPass extends THREE.Pass {
  6. constructor( scene, camera, params ) {
  7. super();
  8. this.scene = scene;
  9. this.camera = camera;
  10. const focus = params.focus !== undefined ? params.focus : 1.0;
  11. const aspect = params.aspect !== undefined ? params.aspect : camera.aspect;
  12. const aperture = params.aperture !== undefined ? params.aperture : 0.025;
  13. const maxblur = params.maxblur !== undefined ? params.maxblur : 1.0; // render targets
  14. this.renderTargetDepth = new THREE.WebGLRenderTarget( 1, 1, {
  15. // will be resized later
  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. const bokehShader = THREE.BokehShader;
  27. const 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.FullScreenQuad( this.materialBokeh );
  44. this._oldClearColor = new THREE.Color();
  45. }
  46. render( renderer, writeBuffer, readBuffer
  47. /*, deltaTime, maskActive*/
  48. ) {
  49. // Render depth into texture
  50. this.scene.overrideMaterial = this.materialDepth;
  51. renderer.getClearColor( this._oldClearColor );
  52. const oldClearAlpha = renderer.getClearAlpha();
  53. const oldAutoClear = renderer.autoClear;
  54. renderer.autoClear = false;
  55. renderer.setClearColor( 0xffffff );
  56. renderer.setClearAlpha( 1.0 );
  57. renderer.setRenderTarget( this.renderTargetDepth );
  58. renderer.clear();
  59. renderer.render( this.scene, this.camera ); // Render bokeh composite
  60. this.uniforms[ 'tColor' ].value = readBuffer.texture;
  61. this.uniforms[ 'nearClip' ].value = this.camera.near;
  62. this.uniforms[ 'farClip' ].value = this.camera.far;
  63. if ( this.renderToScreen ) {
  64. renderer.setRenderTarget( null );
  65. this.fsQuad.render( renderer );
  66. } else {
  67. renderer.setRenderTarget( writeBuffer );
  68. renderer.clear();
  69. this.fsQuad.render( renderer );
  70. }
  71. this.scene.overrideMaterial = null;
  72. renderer.setClearColor( this._oldClearColor );
  73. renderer.setClearAlpha( oldClearAlpha );
  74. renderer.autoClear = oldAutoClear;
  75. }
  76. setSize( width, height ) {
  77. this.renderTargetDepth.setSize( width, height );
  78. }
  79. dispose() {
  80. this.renderTargetDepth.dispose();
  81. this.materialDepth.dispose();
  82. this.materialBokeh.dispose();
  83. this.fsQuad.dispose();
  84. }
  85. }
  86. THREE.BokehPass = BokehPass;
  87. } )();