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- /**
- * Depth-of-field post-process with bokeh shader
- */
- THREE.BokehPass = function ( scene, camera, params ) {
- THREE.Pass.call( this );
- this.scene = scene;
- this.camera = camera;
- var focus = ( params.focus !== undefined ) ? params.focus : 1.0;
- var aspect = ( params.aspect !== undefined ) ? params.aspect : camera.aspect;
- var aperture = ( params.aperture !== undefined ) ? params.aperture : 0.025;
- var maxblur = ( params.maxblur !== undefined ) ? params.maxblur : 1.0;
- // render targets
- var width = params.width || window.innerWidth || 1;
- var height = params.height || window.innerHeight || 1;
- this.renderTargetColor = new THREE.WebGLRenderTarget( width, height, {
- minFilter: THREE.LinearFilter,
- magFilter: THREE.LinearFilter,
- format: THREE.RGBFormat
- } );
- this.renderTargetDepth = this.renderTargetColor.clone();
- // depth material
- this.materialDepth = new THREE.MeshDepthMaterial();
- // bokeh material
- if ( THREE.BokehShader === undefined ) {
- console.error( "THREE.BokehPass relies on THREE.BokehShader" );
- }
- var bokehShader = THREE.BokehShader;
- var 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;
- this.materialBokeh = new THREE.ShaderMaterial( {
- uniforms: bokehUniforms,
- vertexShader: bokehShader.vertexShader,
- fragmentShader: bokehShader.fragmentShader
- } );
- this.uniforms = bokehUniforms;
- this.needsSwap = false;
- this.camera2 = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
- this.scene2 = new THREE.Scene();
- this.quad2 = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
- this.quad2.frustumCulled = false; // Avoid getting clipped
- this.scene2.add( this.quad2 );
- };
- THREE.BokehPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
- constructor: THREE.BokehPass,
- render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
- this.quad2.material = this.materialBokeh;
- // Render depth into texture
- this.scene.overrideMaterial = this.materialDepth;
- renderer.render( this.scene, this.camera, this.renderTargetDepth, true );
- // Render bokeh composite
- this.uniforms[ "tColor" ].value = readBuffer.texture;
- if ( this.renderToScreen ) {
- renderer.render( this.scene2, this.camera2 );
- } else {
- renderer.render( this.scene2, this.camera2, writeBuffer, this.clear );
- }
- this.scene.overrideMaterial = null;
- }
- } );
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