修改静态资源文件夹位置
This commit is contained in:
141
public/sdk/three/jsm/postprocessing/BokehPass.js
Normal file
141
public/sdk/three/jsm/postprocessing/BokehPass.js
Normal file
@ -0,0 +1,141 @@
|
||||
import {
|
||||
Color,
|
||||
HalfFloatType,
|
||||
MeshDepthMaterial,
|
||||
NearestFilter,
|
||||
NoBlending,
|
||||
RGBADepthPacking,
|
||||
ShaderMaterial,
|
||||
UniformsUtils,
|
||||
WebGLRenderTarget
|
||||
} from 'three';
|
||||
import { Pass, FullScreenQuad } from './Pass.js';
|
||||
import { BokehShader } from '../shaders/BokehShader.js';
|
||||
|
||||
/**
|
||||
* Depth-of-field post-process with bokeh shader
|
||||
*/
|
||||
|
||||
class BokehPass extends Pass {
|
||||
|
||||
constructor( scene, camera, params ) {
|
||||
|
||||
super();
|
||||
|
||||
this.scene = scene;
|
||||
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 bokehShader = BokehShader;
|
||||
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;
|
||||
|
||||
this.materialBokeh = new ShaderMaterial( {
|
||||
defines: Object.assign( {}, bokehShader.defines ),
|
||||
uniforms: bokehUniforms,
|
||||
vertexShader: bokehShader.vertexShader,
|
||||
fragmentShader: bokehShader.fragmentShader
|
||||
} );
|
||||
|
||||
this.uniforms = bokehUniforms;
|
||||
|
||||
this.fsQuad = new FullScreenQuad( this.materialBokeh );
|
||||
|
||||
this._oldClearColor = new Color();
|
||||
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
setSize( width, height ) {
|
||||
|
||||
this.materialBokeh.uniforms[ 'aspect' ].value = width / height;
|
||||
|
||||
this.renderTargetDepth.setSize( width, height );
|
||||
|
||||
}
|
||||
|
||||
dispose() {
|
||||
|
||||
this.renderTargetDepth.dispose();
|
||||
|
||||
this.materialDepth.dispose();
|
||||
this.materialBokeh.dispose();
|
||||
|
||||
this.fsQuad.dispose();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { BokehPass };
|
Reference in New Issue
Block a user