BokehPass.js 3.3 KB

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  1. import {
  2. Color,
  3. HalfFloatType,
  4. MeshDepthMaterial,
  5. NearestFilter,
  6. NoBlending,
  7. RGBADepthPacking,
  8. ShaderMaterial,
  9. UniformsUtils,
  10. WebGLRenderTarget
  11. } from 'three';
  12. import { Pass, FullScreenQuad } from './Pass.js';
  13. import { BokehShader } from '../shaders/BokehShader.js';
  14. /**
  15. * Depth-of-field post-process with bokeh shader
  16. */
  17. class BokehPass extends Pass {
  18. constructor( scene, camera, params ) {
  19. super();
  20. this.scene = scene;
  21. this.camera = camera;
  22. const focus = ( params.focus !== undefined ) ? params.focus : 1.0;
  23. const aperture = ( params.aperture !== undefined ) ? params.aperture : 0.025;
  24. const maxblur = ( params.maxblur !== undefined ) ? params.maxblur : 1.0;
  25. // render targets
  26. this.renderTargetDepth = new WebGLRenderTarget( 1, 1, { // will be resized later
  27. minFilter: NearestFilter,
  28. magFilter: NearestFilter,
  29. type: HalfFloatType
  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. const bokehShader = BokehShader;
  38. const bokehUniforms = UniformsUtils.clone( bokehShader.uniforms );
  39. bokehUniforms[ 'tDepth' ].value = this.renderTargetDepth.texture;
  40. bokehUniforms[ 'focus' ].value = focus;
  41. bokehUniforms[ 'aspect' ].value = camera.aspect;
  42. bokehUniforms[ 'aperture' ].value = aperture;
  43. bokehUniforms[ 'maxblur' ].value = maxblur;
  44. bokehUniforms[ 'nearClip' ].value = camera.near;
  45. bokehUniforms[ 'farClip' ].value = camera.far;
  46. this.materialBokeh = new ShaderMaterial( {
  47. defines: Object.assign( {}, bokehShader.defines ),
  48. uniforms: bokehUniforms,
  49. vertexShader: bokehShader.vertexShader,
  50. fragmentShader: bokehShader.fragmentShader
  51. } );
  52. this.uniforms = bokehUniforms;
  53. this.fsQuad = new FullScreenQuad( this.materialBokeh );
  54. this._oldClearColor = new Color();
  55. }
  56. render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
  57. // Render depth into texture
  58. this.scene.overrideMaterial = this.materialDepth;
  59. renderer.getClearColor( this._oldClearColor );
  60. const oldClearAlpha = renderer.getClearAlpha();
  61. const oldAutoClear = renderer.autoClear;
  62. renderer.autoClear = false;
  63. renderer.setClearColor( 0xffffff );
  64. renderer.setClearAlpha( 1.0 );
  65. renderer.setRenderTarget( this.renderTargetDepth );
  66. renderer.clear();
  67. renderer.render( this.scene, this.camera );
  68. // Render bokeh composite
  69. this.uniforms[ 'tColor' ].value = readBuffer.texture;
  70. this.uniforms[ 'nearClip' ].value = this.camera.near;
  71. this.uniforms[ 'farClip' ].value = this.camera.far;
  72. if ( this.renderToScreen ) {
  73. renderer.setRenderTarget( null );
  74. this.fsQuad.render( renderer );
  75. } else {
  76. renderer.setRenderTarget( writeBuffer );
  77. renderer.clear();
  78. this.fsQuad.render( renderer );
  79. }
  80. this.scene.overrideMaterial = null;
  81. renderer.setClearColor( this._oldClearColor );
  82. renderer.setClearAlpha( oldClearAlpha );
  83. renderer.autoClear = oldAutoClear;
  84. }
  85. setSize( width, height ) {
  86. this.materialBokeh.uniforms[ 'aspect' ].value = width / height;
  87. this.renderTargetDepth.setSize( width, height );
  88. }
  89. dispose() {
  90. this.renderTargetDepth.dispose();
  91. this.materialDepth.dispose();
  92. this.materialBokeh.dispose();
  93. this.fsQuad.dispose();
  94. }
  95. }
  96. export { BokehPass };