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145 lines
3.4 KiB
145 lines
3.4 KiB
import {
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Color,
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MeshDepthMaterial,
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NearestFilter,
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NoBlending,
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RGBADepthPacking,
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ShaderMaterial,
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UniformsUtils,
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WebGLRenderTarget
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { BokehShader } from '../shaders/BokehShader.js';
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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 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;
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// render targets
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this.renderTargetDepth = new WebGLRenderTarget( 1, 1, { // will be resized later
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minFilter: NearestFilter,
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magFilter: NearestFilter
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} );
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this.renderTargetDepth.texture.name = 'BokehPass.depth';
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// depth material
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this.materialDepth = new MeshDepthMaterial();
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this.materialDepth.depthPacking = RGBADepthPacking;
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this.materialDepth.blending = NoBlending;
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// bokeh material
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if ( BokehShader === undefined ) {
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console.error( 'THREE.BokehPass relies on BokehShader' );
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}
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const bokehShader = BokehShader;
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const bokehUniforms = 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 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 FullScreenQuad( this.materialBokeh );
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this._oldClearColor = new Color();
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}
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render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
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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 );
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// 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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setSize( width, height ) {
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this.renderTargetDepth.setSize( width, height );
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}
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dispose() {
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this.renderTargetDepth.dispose();
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this.materialDepth.dispose();
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this.materialBokeh.dispose();
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this.fsQuad.dispose();
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}
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}
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export { BokehPass };
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