[b86468]: / v3 / js / libs / three / postprocessing / BokehPass.js

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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.renderTargetColor.texture.name = "BokehPass.color";
this.renderTargetDepth = this.renderTargetColor.clone();
this.renderTargetDepth.texture.name = "BokehPass.depth";
// depth material
this.materialDepth = new THREE.MeshDepthMaterial();
this.materialDepth.depthPacking = THREE.RGBADepthPacking;
this.materialDepth.blending = THREE.NoBlending;
// 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;
bokehUniforms[ "nearClip" ].value = camera.near;
bokehUniforms[ "farClip" ].value = camera.far;
this.materialBokeh = new THREE.ShaderMaterial( {
defines: Object.assign( {}, bokehShader.defines ),
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 );
this.oldClearColor = new THREE.Color();
this.oldClearAlpha = 1;
};
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;
this.oldClearColor.copy( renderer.getClearColor() );
this.oldClearAlpha = renderer.getClearAlpha();
var oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
renderer.setClearColor( 0xffffff );
renderer.setClearAlpha( 1.0 );
renderer.render( this.scene, this.camera, this.renderTargetDepth, true );
// 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.render( this.scene2, this.camera2 );
} else {
renderer.render( this.scene2, this.camera2, writeBuffer, this.clear );
}
this.scene.overrideMaterial = null;
renderer.setClearColor( this.oldClearColor );
renderer.setClearAlpha( this.oldClearAlpha );
renderer.autoClear = this.oldAutoClear;
}
} );