three-stdlib
Version:
stand-alone library of threejs examples
92 lines (91 loc) • 3.84 kB
JavaScript
var __defProp = Object.defineProperty;
var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
var __publicField = (obj, key, value) => {
__defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
return value;
};
import { Pass, FullScreenQuad } from "./Pass.js";
import { WebGLRenderTarget, NearestFilter, MeshDepthMaterial, RGBADepthPacking, NoBlending, UniformsUtils, ShaderMaterial, Color } from "three";
import { BokehShader } from "../shaders/BokehShader.js";
class BokehPass extends Pass {
constructor(scene, camera, params) {
super();
__publicField(this, "scene");
__publicField(this, "camera");
__publicField(this, "renderTargetDepth");
__publicField(this, "materialDepth");
__publicField(this, "materialBokeh");
__publicField(this, "fsQuad");
__publicField(this, "_oldClearColor");
__publicField(this, "uniforms");
this.scene = scene;
this.camera = camera;
const focus = params.focus !== void 0 ? params.focus : 1;
const aspect = params.aspect !== void 0 ? params.aspect : camera.aspect;
const aperture = params.aperture !== void 0 ? params.aperture : 0.025;
const maxblur = params.maxblur !== void 0 ? params.maxblur : 1;
const width = params.width || window.innerWidth || 1;
const height = params.height || window.innerHeight || 1;
this.renderTargetDepth = new WebGLRenderTarget(width, height, {
minFilter: NearestFilter,
magFilter: NearestFilter
});
this.renderTargetDepth.texture.name = "BokehPass.depth";
this.materialDepth = new MeshDepthMaterial();
this.materialDepth.depthPacking = RGBADepthPacking;
this.materialDepth.blending = NoBlending;
if (BokehShader === void 0) {
console.error("BokehPass relies on BokehShader");
}
const bokehShader = BokehShader;
const bokehUniforms = UniformsUtils.clone(bokehShader.uniforms);
bokehUniforms["tDepth"].value = this.renderTargetDepth.texture;
bokehUniforms["focus"].value = focus;
bokehUniforms["aspect"].value = aspect;
bokehUniforms["aperture"].value = aperture;
bokehUniforms["maxblur"].value = maxblur;
bokehUniforms["nearClip"].value = camera.near;
bokehUniforms["farClip"].value = camera.far;
this.materialBokeh = new ShaderMaterial({
defines: Object.assign({}, bokehShader.defines),
uniforms: bokehUniforms,
vertexShader: bokehShader.vertexShader,
fragmentShader: bokehShader.fragmentShader
});
this.uniforms = bokehUniforms;
this.needsSwap = false;
this.fsQuad = new FullScreenQuad(this.materialBokeh);
this._oldClearColor = new Color();
}
render(renderer, writeBuffer, readBuffer) {
this.scene.overrideMaterial = this.materialDepth;
renderer.getClearColor(this._oldClearColor);
const oldClearAlpha = renderer.getClearAlpha();
const oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
renderer.setClearColor(16777215);
renderer.setClearAlpha(1);
renderer.setRenderTarget(this.renderTargetDepth);
renderer.clear();
renderer.render(this.scene, this.camera);
this.uniforms["tColor"].value = readBuffer.texture;
this.uniforms["nearClip"].value = this.camera.near;
this.uniforms["farClip"].value = this.camera.far;
if (this.renderToScreen) {
renderer.setRenderTarget(null);
this.fsQuad.render(renderer);
} else {
renderer.setRenderTarget(writeBuffer);
renderer.clear();
this.fsQuad.render(renderer);
}
this.scene.overrideMaterial = null;
renderer.setClearColor(this._oldClearColor);
renderer.setClearAlpha(oldClearAlpha);
renderer.autoClear = oldAutoClear;
}
}
export {
BokehPass
};
//# sourceMappingURL=BokehPass.js.map