Dies ist das Repository meines kleinen Portfolios.
Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
131 lines
3.3 KiB
131 lines
3.3 KiB
import { |
|
Color, |
|
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 aspect = ( params.aspect !== undefined ) ? params.aspect : camera.aspect; |
|
const aperture = ( params.aperture !== undefined ) ? params.aperture : 0.025; |
|
const maxblur = ( params.maxblur !== undefined ) ? params.maxblur : 1.0; |
|
|
|
// render targets |
|
|
|
const width = params.width || window.innerWidth || 1; |
|
const 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' ); |
|
|
|
} |
|
|
|
const bokehShader = BokehShader; |
|
const 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 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; |
|
|
|
} |
|
|
|
} |
|
|
|
export { BokehPass };
|
|
|