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- import {
- Color,
- HalfFloatType,
- MeshDepthMaterial,
- NearestFilter,
- NoBlending,
- RGBADepthPacking,
- ShaderMaterial,
- UniformsUtils,
- WebGLRenderTarget
- } from 'three';
- import { Pass, FullScreenQuad } from './Pass.js';
- import { BokehShader } from '../shaders/BokehShader.js';
- /**
- * Pass for creating depth of field (DOF) effect.
- *
- * ```js
- * const bokehPass = new BokehPass( scene, camera, {
- * focus: 500
- * aperture: 5,
- * maxblur: 0.01
- * } );
- * composer.addPass( bokehPass );
- * ```
- *
- * @augments Pass
- * @three_import import { BokehPass } from 'three/addons/postprocessing/BokehPass.js';
- */
- class BokehPass extends Pass {
- /**
- * Constructs a new Bokeh pass.
- *
- * @param {Scene} scene - The scene to render the DOF for.
- * @param {Camera} camera - The camera.
- * @param {BokehPass~Options} params - The pass options.
- */
- constructor( scene, camera, params ) {
- super();
- /**
- * The scene to render the DOF for.
- *
- * @type {Scene}
- */
- this.scene = scene;
- /**
- * The camera.
- *
- * @type {Camera}
- */
- this.camera = camera;
- const focus = ( params.focus !== undefined ) ? params.focus : 1.0;
- const aperture = ( params.aperture !== undefined ) ? params.aperture : 0.025;
- const maxblur = ( params.maxblur !== undefined ) ? params.maxblur : 1.0;
- // render targets
- this._renderTargetDepth = new WebGLRenderTarget( 1, 1, { // will be resized later
- minFilter: NearestFilter,
- magFilter: NearestFilter,
- type: HalfFloatType
- } );
- this._renderTargetDepth.texture.name = 'BokehPass.depth';
- // depth material
- this._materialDepth = new MeshDepthMaterial();
- this._materialDepth.depthPacking = RGBADepthPacking;
- this._materialDepth.blending = NoBlending;
- // bokeh material
- const bokehUniforms = UniformsUtils.clone( BokehShader.uniforms );
- bokehUniforms[ 'tDepth' ].value = this._renderTargetDepth.texture;
- bokehUniforms[ 'focus' ].value = focus;
- bokehUniforms[ 'aspect' ].value = camera.aspect;
- bokehUniforms[ 'aperture' ].value = aperture;
- bokehUniforms[ 'maxblur' ].value = maxblur;
- bokehUniforms[ 'nearClip' ].value = camera.near;
- bokehUniforms[ 'farClip' ].value = camera.far;
- /**
- * The pass bokeh material.
- *
- * @type {ShaderMaterial}
- */
- this.materialBokeh = new ShaderMaterial( {
- defines: Object.assign( {}, BokehShader.defines ),
- uniforms: bokehUniforms,
- vertexShader: BokehShader.vertexShader,
- fragmentShader: BokehShader.fragmentShader
- } );
- /**
- * The pass uniforms. Use this object if you want to update the
- * `focus`, `aperture` or `maxblur` values at runtime.
- *
- * ```js
- * pass.uniforms.focus.value = focus;
- * pass.uniforms.aperture.value = aperture;
- * pass.uniforms.maxblur.value = maxblur;
- * ```
- *
- * @type {Object}
- */
- this.uniforms = bokehUniforms;
- // internals
- this._fsQuad = new FullScreenQuad( this.materialBokeh );
- this._oldClearColor = new Color();
- }
- /**
- * Performs the Bokeh pass.
- *
- * @param {WebGLRenderer} renderer - The renderer.
- * @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
- * destination for the pass.
- * @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
- * previous pass from this buffer.
- * @param {number} deltaTime - The delta time in seconds.
- * @param {boolean} maskActive - Whether masking is active or not.
- */
- 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;
- }
- /**
- * Sets the size of the pass.
- *
- * @param {number} width - The width to set.
- * @param {number} height - The width to set.
- */
- setSize( width, height ) {
- this.materialBokeh.uniforms[ 'aspect' ].value = width / height;
- this._renderTargetDepth.setSize( width, height );
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever the pass is no longer used in your app.
- */
- dispose() {
- this._renderTargetDepth.dispose();
- this._materialDepth.dispose();
- this.materialBokeh.dispose();
- this._fsQuad.dispose();
- }
- }
- /**
- * Constructor options of `BokehPass`.
- *
- * @typedef {Object} BokehPass~Options
- * @property {number} [focus=1] - Defines the effect's focus which is the distance along the camera's look direction in world units.
- * @property {number} [aperture=0.025] - Defines the effect's aperture.
- * @property {number} [maxblur=1] - Defines the effect's maximum blur.
- **/
- export { BokehPass };
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