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104 lines
3.2 KiB
104 lines
3.2 KiB
2 years ago
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( function () {
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/**
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* Depth-of-field post-process with bokeh shader
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*/
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class BokehPass extends THREE.Pass {
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constructor( scene, camera, params ) {
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super();
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this.scene = scene;
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this.camera = camera;
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const focus = params.focus !== undefined ? params.focus : 1.0;
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const aspect = params.aspect !== undefined ? params.aspect : camera.aspect;
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const aperture = params.aperture !== undefined ? params.aperture : 0.025;
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const maxblur = params.maxblur !== undefined ? params.maxblur : 1.0; // render targets
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const width = params.width || window.innerWidth || 1;
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const height = params.height || window.innerHeight || 1;
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this.renderTargetDepth = new THREE.WebGLRenderTarget( width, height, {
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minFilter: THREE.NearestFilter,
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magFilter: THREE.NearestFilter
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} );
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this.renderTargetDepth.texture.name = 'BokehPass.depth'; // depth material
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this.materialDepth = new THREE.MeshDepthMaterial();
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this.materialDepth.depthPacking = THREE.RGBADepthPacking;
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this.materialDepth.blending = THREE.NoBlending; // bokeh material
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if ( THREE.BokehShader === undefined ) {
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console.error( 'THREE.BokehPass relies on THREE.BokehShader' );
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}
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const bokehShader = THREE.BokehShader;
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const bokehUniforms = THREE.UniformsUtils.clone( bokehShader.uniforms );
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bokehUniforms[ 'tDepth' ].value = this.renderTargetDepth.texture;
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bokehUniforms[ 'focus' ].value = focus;
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bokehUniforms[ 'aspect' ].value = aspect;
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bokehUniforms[ 'aperture' ].value = aperture;
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bokehUniforms[ 'maxblur' ].value = maxblur;
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bokehUniforms[ 'nearClip' ].value = camera.near;
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bokehUniforms[ 'farClip' ].value = camera.far;
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this.materialBokeh = new THREE.ShaderMaterial( {
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defines: Object.assign( {}, bokehShader.defines ),
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uniforms: bokehUniforms,
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vertexShader: bokehShader.vertexShader,
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fragmentShader: bokehShader.fragmentShader
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} );
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this.uniforms = bokehUniforms;
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this.needsSwap = false;
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this.fsQuad = new THREE.FullScreenQuad( this.materialBokeh );
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this._oldClearColor = new THREE.Color();
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}
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render( renderer, writeBuffer, readBuffer
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/*, deltaTime, maskActive*/
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) {
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// Render depth into texture
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this.scene.overrideMaterial = this.materialDepth;
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renderer.getClearColor( this._oldClearColor );
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const oldClearAlpha = renderer.getClearAlpha();
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const oldAutoClear = renderer.autoClear;
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renderer.autoClear = false;
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renderer.setClearColor( 0xffffff );
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renderer.setClearAlpha( 1.0 );
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renderer.setRenderTarget( this.renderTargetDepth );
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renderer.clear();
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renderer.render( this.scene, this.camera ); // Render bokeh composite
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this.uniforms[ 'tColor' ].value = readBuffer.texture;
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this.uniforms[ 'nearClip' ].value = this.camera.near;
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this.uniforms[ 'farClip' ].value = this.camera.far;
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if ( this.renderToScreen ) {
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renderer.setRenderTarget( null );
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this.fsQuad.render( renderer );
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} else {
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renderer.setRenderTarget( writeBuffer );
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renderer.clear();
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this.fsQuad.render( renderer );
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}
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this.scene.overrideMaterial = null;
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renderer.setClearColor( this._oldClearColor );
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renderer.setClearAlpha( oldClearAlpha );
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renderer.autoClear = oldAutoClear;
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}
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}
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THREE.BokehPass = BokehPass;
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} )();
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