three 基础库
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( function () {
/**
* Depth-of-field post-process with bokeh shader
*/
class BokehPass extends THREE.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 THREE.WebGLRenderTarget( width, height, {
minFilter: THREE.NearestFilter,
magFilter: THREE.NearestFilter
} );
this.renderTargetDepth.texture.name = 'BokehPass.depth'; // depth material
this.materialDepth = new THREE.MeshDepthMaterial();
this.materialDepth.depthPacking = THREE.RGBADepthPacking;
this.materialDepth.blending = THREE.NoBlending; // bokeh material
if ( THREE.BokehShader === undefined ) {
console.error( 'THREE.BokehPass relies on THREE.BokehShader' );
}
const bokehShader = THREE.BokehShader;
const bokehUniforms = THREE.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 THREE.ShaderMaterial( {
defines: Object.assign( {}, bokehShader.defines ),
uniforms: bokehUniforms,
vertexShader: bokehShader.vertexShader,
fragmentShader: bokehShader.fragmentShader
} );
this.uniforms = bokehUniforms;
this.needsSwap = false;
this.fsQuad = new THREE.FullScreenQuad( this.materialBokeh );
this._oldClearColor = new THREE.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;
}
}
THREE.BokehPass = BokehPass;
} )();