提交 289185ad 编写于 作者: M Mugen87

JSM: Added module and TS file for BokehPass.

上级 c2096aa9
......@@ -160,6 +160,7 @@
<ul>
<li>AfterimagePass</li>
<li>BloomPass</li>
<li>BokehPass</li>
<li>ClearPass</li>
<li>CubeTexturePass</li>
<li>DotScreenPass</li>
......
......@@ -2,7 +2,6 @@
* Depth-of-field post-process with bokeh shader
*/
THREE.BokehPass = function ( scene, camera, params ) {
THREE.Pass.call( this );
......@@ -69,7 +68,6 @@ THREE.BokehPass = function ( scene, camera, params ) {
this.fsQuad = new THREE.Pass.FullScreenQuad( this.materialBokeh );
this.oldClearColor = new THREE.Color();
this.oldClearAlpha = 1;
};
......@@ -77,14 +75,14 @@ THREE.BokehPass.prototype = Object.assign( Object.create( THREE.Pass.prototype )
constructor: THREE.BokehPass,
render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
render: function ( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
// Render depth into texture
this.scene.overrideMaterial = this.materialDepth;
this.oldClearColor.copy( renderer.getClearColor() );
this.oldClearAlpha = renderer.getClearAlpha();
var oldClearAlpha = renderer.getClearAlpha();
var oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
......@@ -115,8 +113,8 @@ THREE.BokehPass.prototype = Object.assign( Object.create( THREE.Pass.prototype )
this.scene.overrideMaterial = null;
renderer.setClearColor( this.oldClearColor );
renderer.setClearAlpha( this.oldClearAlpha );
renderer.autoClear = this.oldAutoClear;
renderer.setClearAlpha( oldClearAlpha );
renderer.autoClear = oldAutoClear;
}
......
import {
Scene,
Camera,
ShaderMaterial,
WebGLRenderTarget,
MeshDepthMaterial,
Color
} from '../../../src/Three';
import { Pass } from './Pass';
export interface BokehPassParamters {
focus?: number;
aspect?: number;
aperture?: number;
maxblur?: number;
width?: number;
height?: number;
}
export class BokehPass extends Pass {
constructor(scene: Scene, camera: Camera, params: BokehPassParamters);
scene: Scene;
camera: Camera;
renderTargetColor: WebGLRenderTarget;
renderTargetDepth: WebGLRenderTarget;
materialDepth: MeshDepthMaterial;
materialBokeh: ShaderMaterial;
uniforms: object;
fsQuad: object;
oldClearColor: Color;
}
/**
* Depth-of-field post-process with bokeh shader
*/
import {
Color,
LinearFilter,
MeshDepthMaterial,
NoBlending,
RGBADepthPacking,
RGBFormat,
ShaderMaterial,
UniformsUtils,
WebGLRenderTarget
} from "../../../build/three.module.js";
import { Pass } from "../postprocessing/Pass.js";
import { BokehShader } from "../shaders/BokehShader.js";
var BokehPass = function ( scene, camera, params ) {
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 WebGLRenderTarget( width, height, {
minFilter: LinearFilter,
magFilter: LinearFilter,
format: RGBFormat
} );
this.renderTargetColor.texture.name = "BokehPass.color";
this.renderTargetDepth = this.renderTargetColor.clone();
this.renderTargetDepth.texture.name = "BokehPass.depth";
// depth material
this.materialDepth = new MeshDepthMaterial();
this.materialDepth.depthPacking = RGBADepthPacking;
this.materialDepth.blending = NoBlending;
// bokeh material
if ( BokehShader === undefined ) {
console.error( "BokehPass relies on BokehShader" );
}
var bokehShader = BokehShader;
var bokehUniforms = 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 ShaderMaterial( {
defines: Object.assign( {}, bokehShader.defines ),
uniforms: bokehUniforms,
vertexShader: bokehShader.vertexShader,
fragmentShader: bokehShader.fragmentShader
} );
this.uniforms = bokehUniforms;
this.needsSwap = false;
this.fsQuad = new Pass.FullScreenQuad( this.materialBokeh );
this.oldClearColor = new Color();
};
BokehPass.prototype = Object.assign( Object.create( Pass.prototype ), {
constructor: BokehPass,
render: function ( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive*/ ) {
// Render depth into texture
this.scene.overrideMaterial = this.materialDepth;
this.oldClearColor.copy( renderer.getClearColor() );
var oldClearAlpha = renderer.getClearAlpha();
var 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;
}
} );
export { BokehPass };
......@@ -69,6 +69,7 @@ var files = [
{ path: 'postprocessing/AfterimagePass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'AfterimageShader', path: 'shaders/AfterimageShader.js' } ], ignoreList: [] },
{ path: 'postprocessing/BloomPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'CopyShader', path: 'shaders/CopyShader.js' }, { name: 'ConvolutionShader', path: 'shaders/ConvolutionShader.js' } ], ignoreList: [] },
{ path: 'postprocessing/BokehPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'BokehShader', path: 'shaders/BokehShader.js' } ], ignoreList: [] },
{ path: 'postprocessing/ClearPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' } ], ignoreList: [] },
{ path: 'postprocessing/CubeTexturePass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' } ], ignoreList: [] },
{ path: 'postprocessing/DotScreenPass.js', dependencies: [ { name: 'Pass', path: 'postprocessing/Pass.js' }, { name: 'DotScreenShader', path: 'shaders/DotScreenShader.js' } ], ignoreList: [] },
......
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