three
Version:
JavaScript 3D library
218 lines (170 loc) • 5.44 kB
JavaScript
import {
Color,
HalfFloatType,
MeshDepthMaterial,
NearestFilter,
NoBlending,
RGBADepthPacking,
ShaderMaterial,
UniformsUtils,
WebGLRenderTarget
} from 'three';
import { Pass, FullScreenQuad } from './Pass.js';
import { BokehShader } from '../shaders/BokehShader.js';
/**
* Pass for creating depth of field (DOF) effect.
*
* ```js
* const bokehPass = new BokehPass( scene, camera, {
* focus: 500
* aperture: 5,
* maxblur: 0.01
* } );
* composer.addPass( bokehPass );
* ```
*
* @augments Pass
*/
class BokehPass extends Pass {
/**
* Constructs a new Bokeh pass.
*
* @param {Scene} scene - The scene to render the DOF for.
* @param {Camera} camera - The camera.
* @param {BokehPass~Options} params - The pass options.
*/
constructor( scene, camera, params ) {
super();
/**
* The scene to render the DOF for.
*
* @type {Scene}
*/
this.scene = scene;
/**
* The camera.
*
* @type {Camera}
*/
this.camera = camera;
const focus = ( params.focus !== undefined ) ? params.focus : 1.0;
const aperture = ( params.aperture !== undefined ) ? params.aperture : 0.025;
const maxblur = ( params.maxblur !== undefined ) ? params.maxblur : 1.0;
// render targets
this._renderTargetDepth = new WebGLRenderTarget( 1, 1, { // will be resized later
minFilter: NearestFilter,
magFilter: NearestFilter,
type: HalfFloatType
} );
this._renderTargetDepth.texture.name = 'BokehPass.depth';
// depth material
this._materialDepth = new MeshDepthMaterial();
this._materialDepth.depthPacking = RGBADepthPacking;
this._materialDepth.blending = NoBlending;
// bokeh material
const bokehUniforms = UniformsUtils.clone( BokehShader.uniforms );
bokehUniforms[ 'tDepth' ].value = this._renderTargetDepth.texture;
bokehUniforms[ 'focus' ].value = focus;
bokehUniforms[ 'aspect' ].value = camera.aspect;
bokehUniforms[ 'aperture' ].value = aperture;
bokehUniforms[ 'maxblur' ].value = maxblur;
bokehUniforms[ 'nearClip' ].value = camera.near;
bokehUniforms[ 'farClip' ].value = camera.far;
/**
* The pass bokeh material.
*
* @type {ShaderMaterial}
*/
this.materialBokeh = new ShaderMaterial( {
defines: Object.assign( {}, BokehShader.defines ),
uniforms: bokehUniforms,
vertexShader: BokehShader.vertexShader,
fragmentShader: BokehShader.fragmentShader
} );
/**
* The pass uniforms. Use this object if you want to update the
* `focus`, `aperture` or `maxblur` values at runtime.
*
* ```js
* pass.uniforms.focus.value = focus;
* pass.uniforms.aperture.value = aperture;
* pass.uniforms.maxblur.value = maxblur;
* ```
*
* @type {Object}
*/
this.uniforms = bokehUniforms;
// internals
this._fsQuad = new FullScreenQuad( this.materialBokeh );
this._oldClearColor = new Color();
}
/**
* Performs the Bokeh pass.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
* destination for the pass.
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
* previous pass from this buffer.
* @param {number} deltaTime - The delta time in seconds.
* @param {boolean} maskActive - Whether masking is active or not.
*/
render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
// Render depth into texture
this.scene.overrideMaterial = this._materialDepth;
renderer.getClearColor( this._oldClearColor );
const oldClearAlpha = renderer.getClearAlpha();
const 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;
}
/**
* Sets the size of the pass.
*
* @param {number} width - The width to set.
* @param {number} height - The width to set.
*/
setSize( width, height ) {
this.materialBokeh.uniforms[ 'aspect' ].value = width / height;
this._renderTargetDepth.setSize( width, height );
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever the pass is no longer used in your app.
*/
dispose() {
this._renderTargetDepth.dispose();
this._materialDepth.dispose();
this.materialBokeh.dispose();
this._fsQuad.dispose();
}
}
/**
* Constructor options of `BokehPass`.
*
* @typedef {Object} BokehPass~Options
* @property {number} [focus=1] - Defines the effect's focus which is the distance along the camera's look direction in world units.
* @property {number} [aperture=0.025] - Defines the effect's aperture.
* @property {number} [maxblur=1] - Defines the effect's maximum blur.
**/
export { BokehPass };