Buckets:
| 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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