mirror of
https://github.com/DanielnetoDotCom/YouPHPTube
synced 2025-10-04 10:19:24 +02:00
133 lines
3.4 KiB
JavaScript
133 lines
3.4 KiB
JavaScript
import {
|
|
Color,
|
|
MeshDepthMaterial,
|
|
NearestFilter,
|
|
NoBlending,
|
|
RGBADepthPacking,
|
|
ShaderMaterial,
|
|
UniformsUtils,
|
|
WebGLRenderTarget
|
|
} from '../../../build/three.module.js';
|
|
import { Pass } from '../postprocessing/Pass.js';
|
|
import { BokehShader } from '../shaders/BokehShader.js';
|
|
|
|
/**
|
|
* Depth-of-field post-process with bokeh shader
|
|
*/
|
|
|
|
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.renderTargetDepth = new WebGLRenderTarget( width, height, {
|
|
minFilter: NearestFilter,
|
|
magFilter: NearestFilter
|
|
} );
|
|
|
|
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( 'THREE.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;
|
|
|
|
renderer.getClearColor( this._oldClearColor );
|
|
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 };
|