three
Version:
JavaScript 3D library
134 lines (93 loc) • 3.46 kB
JavaScript
import {
Color,
MeshDepthMaterial,
NearestFilter,
NoBlending,
RGBADepthPacking,
ShaderMaterial,
UniformsUtils,
WebGLRenderTarget
} from "../../../build/three.module.js";
import { Pass } from "../postprocessing/Pass.js";
import { BokehShader } from "../shaders/BokehShader.js";
/**
* Depth-of-field post-process with bokeh shader
*/
var BokehPass = function ( scene, camera, params ) {
Pass.call( this );
this.scene = scene;
this.camera = camera;
var focus = ( params.focus !== undefined ) ? params.focus : 1.0;
var aspect = ( params.aspect !== undefined ) ? params.aspect : camera.aspect;
var aperture = ( params.aperture !== undefined ) ? params.aperture : 0.025;
var maxblur = ( params.maxblur !== undefined ) ? params.maxblur : 1.0;
// render targets
var width = params.width || window.innerWidth || 1;
var height = params.height || window.innerHeight || 1;
this.renderTargetDepth = new WebGLRenderTarget( width, height, {
minFilter: NearestFilter,
magFilter: NearestFilter,
stencilBuffer: false
} );
this.renderTargetDepth.texture.name = "BokehPass.depth";
// depth material
this.materialDepth = new MeshDepthMaterial();
this.materialDepth.depthPacking = RGBADepthPacking;
this.materialDepth.blending = NoBlending;
// bokeh material
if ( BokehShader === undefined ) {
console.error( "BokehPass relies on BokehShader" );
}
var bokehShader = BokehShader;
var 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 Pass.FullScreenQuad( this.materialBokeh );
this.oldClearColor = new Color();
};
BokehPass.prototype = Object.assign( Object.create( Pass.prototype ), {
constructor: BokehPass,
render: function ( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
// Render depth into texture
this.scene.overrideMaterial = this.materialDepth;
this.oldClearColor.copy( renderer.getClearColor() );
var oldClearAlpha = renderer.getClearAlpha();
var oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
renderer.setClearColor( 0xffffff );
renderer.setClearAlpha( 1.0 );
renderer.setRenderTarget( this.renderTargetDepth );
renderer.clear();
renderer.render( this.scene, this.camera );
// Render bokeh composite
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 };