BokehPass.js 3.5 KB

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  1. /**
  2. * Depth-of-field post-process with bokeh shader
  3. */
  4. THREE.BokehPass = function ( scene, camera, params ) {
  5. THREE.Pass.call( this );
  6. this.scene = scene;
  7. this.camera = camera;
  8. var focus = ( params.focus !== undefined ) ? params.focus : 1.0;
  9. var aspect = ( params.aspect !== undefined ) ? params.aspect : camera.aspect;
  10. var aperture = ( params.aperture !== undefined ) ? params.aperture : 0.025;
  11. var maxblur = ( params.maxblur !== undefined ) ? params.maxblur : 1.0;
  12. // render targets
  13. var width = params.width || window.innerWidth || 1;
  14. var height = params.height || window.innerHeight || 1;
  15. this.renderTargetColor = new THREE.WebGLRenderTarget( width, height, {
  16. minFilter: THREE.LinearFilter,
  17. magFilter: THREE.LinearFilter,
  18. format: THREE.RGBFormat
  19. } );
  20. this.renderTargetColor.texture.name = "BokehPass.color";
  21. this.renderTargetDepth = this.renderTargetColor.clone();
  22. this.renderTargetDepth.texture.name = "BokehPass.depth";
  23. // depth material
  24. this.materialDepth = new THREE.MeshDepthMaterial();
  25. this.materialDepth.depthPacking = THREE.RGBADepthPacking;
  26. this.materialDepth.blending = THREE.NoBlending;
  27. // bokeh material
  28. if ( THREE.BokehShader === undefined ) {
  29. console.error( "THREE.BokehPass relies on THREE.BokehShader" );
  30. }
  31. var bokehShader = THREE.BokehShader;
  32. var bokehUniforms = THREE.UniformsUtils.clone( bokehShader.uniforms );
  33. bokehUniforms[ "tDepth" ].value = this.renderTargetDepth.texture;
  34. bokehUniforms[ "focus" ].value = focus;
  35. bokehUniforms[ "aspect" ].value = aspect;
  36. bokehUniforms[ "aperture" ].value = aperture;
  37. bokehUniforms[ "maxblur" ].value = maxblur;
  38. bokehUniforms[ "nearClip" ].value = camera.near;
  39. bokehUniforms[ "farClip" ].value = camera.far;
  40. this.materialBokeh = new THREE.ShaderMaterial( {
  41. defines: Object.assign( {}, bokehShader.defines ),
  42. uniforms: bokehUniforms,
  43. vertexShader: bokehShader.vertexShader,
  44. fragmentShader: bokehShader.fragmentShader
  45. } );
  46. this.uniforms = bokehUniforms;
  47. this.needsSwap = false;
  48. this.camera2 = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  49. this.scene2 = new THREE.Scene();
  50. this.quad2 = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
  51. this.quad2.frustumCulled = false; // Avoid getting clipped
  52. this.scene2.add( this.quad2 );
  53. this.oldClearColor = new THREE.Color();
  54. this.oldClearAlpha = 1;
  55. };
  56. THREE.BokehPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  57. constructor: THREE.BokehPass,
  58. render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
  59. this.quad2.material = this.materialBokeh;
  60. // Render depth into texture
  61. this.scene.overrideMaterial = this.materialDepth;
  62. this.oldClearColor.copy( renderer.getClearColor() );
  63. this.oldClearAlpha = renderer.getClearAlpha();
  64. var oldAutoClear = renderer.autoClear;
  65. renderer.autoClear = false;
  66. renderer.setClearColor( 0xffffff );
  67. renderer.setClearAlpha( 1.0 );
  68. renderer.render( this.scene, this.camera, this.renderTargetDepth, true );
  69. // Render bokeh composite
  70. this.uniforms[ "tColor" ].value = readBuffer.texture;
  71. this.uniforms[ "nearClip" ].value = this.camera.near;
  72. this.uniforms[ "farClip" ].value = this.camera.far;
  73. if ( this.renderToScreen ) {
  74. renderer.render( this.scene2, this.camera2 );
  75. } else {
  76. renderer.render( this.scene2, this.camera2, writeBuffer, this.clear );
  77. }
  78. this.scene.overrideMaterial = null;
  79. renderer.setClearColor( this.oldClearColor );
  80. renderer.setClearAlpha( this.oldClearAlpha );
  81. renderer.autoClear = this.oldAutoClear;
  82. }
  83. } );