BokehPass.js 3.4 KB

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  1. import {
  2. Color,
  3. MeshDepthMaterial,
  4. NearestFilter,
  5. NoBlending,
  6. RGBADepthPacking,
  7. ShaderMaterial,
  8. UniformsUtils,
  9. WebGLRenderTarget
  10. } from '../../../build/three.module.js';
  11. import { Pass } from '../postprocessing/Pass.js';
  12. import { BokehShader } from '../shaders/BokehShader.js';
  13. /**
  14. * Depth-of-field post-process with bokeh shader
  15. */
  16. var BokehPass = function ( scene, camera, params ) {
  17. Pass.call( this );
  18. this.scene = scene;
  19. this.camera = camera;
  20. var focus = ( params.focus !== undefined ) ? params.focus : 1.0;
  21. var aspect = ( params.aspect !== undefined ) ? params.aspect : camera.aspect;
  22. var aperture = ( params.aperture !== undefined ) ? params.aperture : 0.025;
  23. var maxblur = ( params.maxblur !== undefined ) ? params.maxblur : 1.0;
  24. // render targets
  25. var width = params.width || window.innerWidth || 1;
  26. var height = params.height || window.innerHeight || 1;
  27. this.renderTargetDepth = new WebGLRenderTarget( width, height, {
  28. minFilter: NearestFilter,
  29. magFilter: NearestFilter
  30. } );
  31. this.renderTargetDepth.texture.name = 'BokehPass.depth';
  32. // depth material
  33. this.materialDepth = new MeshDepthMaterial();
  34. this.materialDepth.depthPacking = RGBADepthPacking;
  35. this.materialDepth.blending = NoBlending;
  36. // bokeh material
  37. if ( BokehShader === undefined ) {
  38. console.error( 'THREE.BokehPass relies on BokehShader' );
  39. }
  40. var bokehShader = BokehShader;
  41. var bokehUniforms = UniformsUtils.clone( bokehShader.uniforms );
  42. bokehUniforms[ 'tDepth' ].value = this.renderTargetDepth.texture;
  43. bokehUniforms[ 'focus' ].value = focus;
  44. bokehUniforms[ 'aspect' ].value = aspect;
  45. bokehUniforms[ 'aperture' ].value = aperture;
  46. bokehUniforms[ 'maxblur' ].value = maxblur;
  47. bokehUniforms[ 'nearClip' ].value = camera.near;
  48. bokehUniforms[ 'farClip' ].value = camera.far;
  49. this.materialBokeh = new ShaderMaterial( {
  50. defines: Object.assign( {}, bokehShader.defines ),
  51. uniforms: bokehUniforms,
  52. vertexShader: bokehShader.vertexShader,
  53. fragmentShader: bokehShader.fragmentShader
  54. } );
  55. this.uniforms = bokehUniforms;
  56. this.needsSwap = false;
  57. this.fsQuad = new Pass.FullScreenQuad( this.materialBokeh );
  58. this._oldClearColor = new Color();
  59. };
  60. BokehPass.prototype = Object.assign( Object.create( Pass.prototype ), {
  61. constructor: BokehPass,
  62. render: function ( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
  63. // Render depth into texture
  64. this.scene.overrideMaterial = this.materialDepth;
  65. renderer.getClearColor( this._oldClearColor );
  66. var oldClearAlpha = renderer.getClearAlpha();
  67. var oldAutoClear = renderer.autoClear;
  68. renderer.autoClear = false;
  69. renderer.setClearColor( 0xffffff );
  70. renderer.setClearAlpha( 1.0 );
  71. renderer.setRenderTarget( this.renderTargetDepth );
  72. renderer.clear();
  73. renderer.render( this.scene, this.camera );
  74. // Render bokeh composite
  75. this.uniforms[ 'tColor' ].value = readBuffer.texture;
  76. this.uniforms[ 'nearClip' ].value = this.camera.near;
  77. this.uniforms[ 'farClip' ].value = this.camera.far;
  78. if ( this.renderToScreen ) {
  79. renderer.setRenderTarget( null );
  80. this.fsQuad.render( renderer );
  81. } else {
  82. renderer.setRenderTarget( writeBuffer );
  83. renderer.clear();
  84. this.fsQuad.render( renderer );
  85. }
  86. this.scene.overrideMaterial = null;
  87. renderer.setClearColor( this._oldClearColor );
  88. renderer.setClearAlpha( oldClearAlpha );
  89. renderer.autoClear = oldAutoClear;
  90. }
  91. } );
  92. export { BokehPass };