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BokehPass.js 3.2 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.renderTargetDepth = new THREE.WebGLRenderTarget( width, height, {
  16. minFilter: THREE.NearestFilter,
  17. magFilter: THREE.NearestFilter
  18. } );
  19. this.renderTargetDepth.texture.name = 'BokehPass.depth';
  20. // depth material
  21. this.materialDepth = new THREE.MeshDepthMaterial();
  22. this.materialDepth.depthPacking = THREE.RGBADepthPacking;
  23. this.materialDepth.blending = THREE.NoBlending;
  24. // bokeh material
  25. if ( THREE.BokehShader === undefined ) {
  26. console.error( 'THREE.BokehPass relies on THREE.BokehShader' );
  27. }
  28. var bokehShader = THREE.BokehShader;
  29. var bokehUniforms = THREE.UniformsUtils.clone( bokehShader.uniforms );
  30. bokehUniforms[ 'tDepth' ].value = this.renderTargetDepth.texture;
  31. bokehUniforms[ 'focus' ].value = focus;
  32. bokehUniforms[ 'aspect' ].value = aspect;
  33. bokehUniforms[ 'aperture' ].value = aperture;
  34. bokehUniforms[ 'maxblur' ].value = maxblur;
  35. bokehUniforms[ 'nearClip' ].value = camera.near;
  36. bokehUniforms[ 'farClip' ].value = camera.far;
  37. this.materialBokeh = new THREE.ShaderMaterial( {
  38. defines: Object.assign( {}, bokehShader.defines ),
  39. uniforms: bokehUniforms,
  40. vertexShader: bokehShader.vertexShader,
  41. fragmentShader: bokehShader.fragmentShader
  42. } );
  43. this.uniforms = bokehUniforms;
  44. this.needsSwap = false;
  45. this.fsQuad = new THREE.Pass.FullScreenQuad( this.materialBokeh );
  46. this._oldClearColor = new THREE.Color();
  47. };
  48. THREE.BokehPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  49. constructor: THREE.BokehPass,
  50. render: function ( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
  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 );
  62. // Render bokeh composite
  63. this.uniforms[ 'tColor' ].value = readBuffer.texture;
  64. this.uniforms[ 'nearClip' ].value = this.camera.near;
  65. this.uniforms[ 'farClip' ].value = this.camera.far;
  66. if ( this.renderToScreen ) {
  67. renderer.setRenderTarget( null );
  68. this.fsQuad.render( renderer );
  69. } else {
  70. renderer.setRenderTarget( writeBuffer );
  71. renderer.clear();
  72. this.fsQuad.render( renderer );
  73. }
  74. this.scene.overrideMaterial = null;
  75. renderer.setClearColor( this._oldClearColor );
  76. renderer.setClearAlpha( oldClearAlpha );
  77. renderer.autoClear = oldAutoClear;
  78. }
  79. } );