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- import {
- Color,
- MeshDepthMaterial,
- NearestFilter,
- NoBlending,
- RGBADepthPacking,
- ShaderMaterial,
- UniformsUtils,
- WebGLRenderTarget
- } from '../../../build/three.module.js';
- import { Pass, FullScreenQuad } from './Pass.js';
- import { BokehShader } from '../shaders/BokehShader.js';
- /**
- * Depth-of-field post-process with bokeh shader
- */
- class BokehPass extends Pass {
- constructor( scene, camera, params ) {
- super();
- this.scene = scene;
- this.camera = camera;
- const focus = ( params.focus !== undefined ) ? params.focus : 1.0;
- const aspect = ( params.aspect !== undefined ) ? params.aspect : camera.aspect;
- const aperture = ( params.aperture !== undefined ) ? params.aperture : 0.025;
- const maxblur = ( params.maxblur !== undefined ) ? params.maxblur : 1.0;
- // render targets
- 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';
- // depth material
- this.materialDepth = new MeshDepthMaterial();
- this.materialDepth.depthPacking = RGBADepthPacking;
- this.materialDepth.blending = NoBlending;
- // bokeh material
- if ( BokehShader === undefined ) {
- console.error( 'THREE.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/*, 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;
- }
- }
- export { BokehPass };
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