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. stencilBuffer: false
  31. } );
  32. this.renderTargetDepth.texture.name = "BokehPass.depth";
  33. // depth material
  34. this.materialDepth = new MeshDepthMaterial();
  35. this.materialDepth.depthPacking = RGBADepthPacking;
  36. this.materialDepth.blending = NoBlending;
  37. // bokeh material
  38. if ( BokehShader === undefined ) {
  39. console.error( "BokehPass relies on BokehShader" );
  40. }
  41. var bokehShader = BokehShader;
  42. var bokehUniforms = UniformsUtils.clone( bokehShader.uniforms );
  43. bokehUniforms[ "tDepth" ].value = this.renderTargetDepth.texture;
  44. bokehUniforms[ "focus" ].value = focus;
  45. bokehUniforms[ "aspect" ].value = aspect;
  46. bokehUniforms[ "aperture" ].value = aperture;
  47. bokehUniforms[ "maxblur" ].value = maxblur;
  48. bokehUniforms[ "nearClip" ].value = camera.near;
  49. bokehUniforms[ "farClip" ].value = camera.far;
  50. this.materialBokeh = new ShaderMaterial( {
  51. defines: Object.assign( {}, bokehShader.defines ),
  52. uniforms: bokehUniforms,
  53. vertexShader: bokehShader.vertexShader,
  54. fragmentShader: bokehShader.fragmentShader
  55. } );
  56. this.uniforms = bokehUniforms;
  57. this.needsSwap = false;
  58. this.fsQuad = new Pass.FullScreenQuad( this.materialBokeh );
  59. this.oldClearColor = new Color();
  60. };
  61. BokehPass.prototype = Object.assign( Object.create( Pass.prototype ), {
  62. constructor: BokehPass,
  63. render: function ( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
  64. // Render depth into texture
  65. this.scene.overrideMaterial = this.materialDepth;
  66. this.oldClearColor.copy( renderer.getClearColor() );
  67. var oldClearAlpha = renderer.getClearAlpha();
  68. var oldAutoClear = renderer.autoClear;
  69. renderer.autoClear = false;
  70. renderer.setClearColor( 0xffffff );
  71. renderer.setClearAlpha( 1.0 );
  72. renderer.setRenderTarget( this.renderTargetDepth );
  73. renderer.clear();
  74. renderer.render( this.scene, this.camera );
  75. // Render bokeh composite
  76. this.uniforms[ "tColor" ].value = readBuffer.texture;
  77. this.uniforms[ "nearClip" ].value = this.camera.near;
  78. this.uniforms[ "farClip" ].value = this.camera.far;
  79. if ( this.renderToScreen ) {
  80. renderer.setRenderTarget( null );
  81. this.fsQuad.render( renderer );
  82. } else {
  83. renderer.setRenderTarget( writeBuffer );
  84. renderer.clear();
  85. this.fsQuad.render( renderer );
  86. }
  87. this.scene.overrideMaterial = null;
  88. renderer.setClearColor( this.oldClearColor );
  89. renderer.setClearAlpha( oldClearAlpha );
  90. renderer.autoClear = oldAutoClear;
  91. }
  92. } );
  93. export { BokehPass };