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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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103 lines
3.2 KiB
103 lines
3.2 KiB
( function () { |
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/** |
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* Depth-of-field post-process with bokeh shader |
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*/ |
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class BokehPass extends THREE.Pass { |
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constructor( scene, camera, params ) { |
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super(); |
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this.scene = scene; |
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this.camera = camera; |
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const focus = params.focus !== undefined ? params.focus : 1.0; |
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const aspect = params.aspect !== undefined ? params.aspect : camera.aspect; |
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const aperture = params.aperture !== undefined ? params.aperture : 0.025; |
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const maxblur = params.maxblur !== undefined ? params.maxblur : 1.0; // render targets |
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const width = params.width || window.innerWidth || 1; |
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const height = params.height || window.innerHeight || 1; |
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this.renderTargetDepth = new THREE.WebGLRenderTarget( width, height, { |
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minFilter: THREE.NearestFilter, |
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magFilter: THREE.NearestFilter |
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} ); |
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this.renderTargetDepth.texture.name = 'BokehPass.depth'; // depth material |
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this.materialDepth = new THREE.MeshDepthMaterial(); |
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this.materialDepth.depthPacking = THREE.RGBADepthPacking; |
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this.materialDepth.blending = THREE.NoBlending; // bokeh material |
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if ( THREE.BokehShader === undefined ) { |
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console.error( 'THREE.BokehPass relies on THREE.BokehShader' ); |
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} |
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const bokehShader = THREE.BokehShader; |
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const bokehUniforms = THREE.UniformsUtils.clone( bokehShader.uniforms ); |
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bokehUniforms[ 'tDepth' ].value = this.renderTargetDepth.texture; |
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bokehUniforms[ 'focus' ].value = focus; |
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bokehUniforms[ 'aspect' ].value = aspect; |
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bokehUniforms[ 'aperture' ].value = aperture; |
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bokehUniforms[ 'maxblur' ].value = maxblur; |
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bokehUniforms[ 'nearClip' ].value = camera.near; |
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bokehUniforms[ 'farClip' ].value = camera.far; |
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this.materialBokeh = new THREE.ShaderMaterial( { |
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defines: Object.assign( {}, bokehShader.defines ), |
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uniforms: bokehUniforms, |
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vertexShader: bokehShader.vertexShader, |
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fragmentShader: bokehShader.fragmentShader |
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} ); |
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this.uniforms = bokehUniforms; |
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this.needsSwap = false; |
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this.fsQuad = new THREE.FullScreenQuad( this.materialBokeh ); |
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this._oldClearColor = new THREE.Color(); |
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} |
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render( renderer, writeBuffer, readBuffer |
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/*, deltaTime, maskActive*/ |
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) { |
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// Render depth into texture |
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this.scene.overrideMaterial = this.materialDepth; |
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renderer.getClearColor( this._oldClearColor ); |
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const oldClearAlpha = renderer.getClearAlpha(); |
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const oldAutoClear = renderer.autoClear; |
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renderer.autoClear = false; |
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renderer.setClearColor( 0xffffff ); |
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renderer.setClearAlpha( 1.0 ); |
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renderer.setRenderTarget( this.renderTargetDepth ); |
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renderer.clear(); |
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renderer.render( this.scene, this.camera ); // Render bokeh composite |
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this.uniforms[ 'tColor' ].value = readBuffer.texture; |
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this.uniforms[ 'nearClip' ].value = this.camera.near; |
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this.uniforms[ 'farClip' ].value = this.camera.far; |
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if ( this.renderToScreen ) { |
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renderer.setRenderTarget( null ); |
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this.fsQuad.render( renderer ); |
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} else { |
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renderer.setRenderTarget( writeBuffer ); |
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renderer.clear(); |
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this.fsQuad.render( renderer ); |
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} |
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this.scene.overrideMaterial = null; |
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renderer.setClearColor( this._oldClearColor ); |
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renderer.setClearAlpha( oldClearAlpha ); |
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renderer.autoClear = oldAutoClear; |
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} |
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} |
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THREE.BokehPass = BokehPass; |
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} )();
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