📄 BokehPass.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 3 |
🧱 Classes | 1 |
📦 Imports | 12 |
📊 Variables & Constants | 4 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/postprocessing/BokehPass.js
📦 Imports¶
Name | Source |
---|---|
Color |
three |
HalfFloatType |
three |
MeshDepthMaterial |
three |
NearestFilter |
three |
NoBlending |
three |
RGBADepthPacking |
three |
ShaderMaterial |
three |
UniformsUtils |
three |
WebGLRenderTarget |
three |
Pass |
./Pass.js |
FullScreenQuad |
./Pass.js |
BokehShader |
../shaders/BokehShader.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
focus |
any |
let/var | ( params.focus !== undefined ) ? params.focus : 1.0 |
✗ |
aperture |
any |
let/var | ( params.aperture !== undefined ) ? params.aperture : 0.025 |
✗ |
maxblur |
any |
let/var | ( params.maxblur !== undefined ) ? params.maxblur : 1.0 |
✗ |
oldAutoClear |
any |
let/var | renderer.autoClear |
✗ |
Functions¶
BokehPass.render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void
¶
JSDoc:
/**
* Performs the Bokeh pass.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
* destination for the pass.
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
* previous pass from this buffer.
* @param {number} deltaTime - The delta time in seconds.
* @param {boolean} maskActive - Whether masking is active or not.
*/
Parameters:
renderer
WebGLRenderer
writeBuffer
WebGLRenderTarget
readBuffer
WebGLRenderTarget
Returns: void
Calls:
renderer.getClearColor
renderer.getClearAlpha
renderer.setClearColor
renderer.setClearAlpha
renderer.setRenderTarget
renderer.clear
renderer.render
this._fsQuad.render
Internal Comments:
Code
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;
}
BokehPass.setSize(width: number, height: number): void
¶
JSDoc:
/**
* Sets the size of the pass.
*
* @param {number} width - The width to set.
* @param {number} height - The height to set.
*/
Parameters:
width
number
height
number
Returns: void
Calls:
this._renderTargetDepth.setSize
Code
BokehPass.dispose(): void
¶
JSDoc:
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever the pass is no longer used in your app.
*/
Returns: void
Calls:
this._renderTargetDepth.dispose
this._materialDepth.dispose
this.materialBokeh.dispose
this._fsQuad.dispose
Code
Classes¶
BokehPass
¶
Class Code
class BokehPass extends Pass {
/**
* Constructs a new Bokeh pass.
*
* @param {Scene} scene - The scene to render the DOF for.
* @param {Camera} camera - The camera.
* @param {BokehPass~Options} params - The pass options.
*/
constructor( scene, camera, params ) {
super();
/**
* The scene to render the DOF for.
*
* @type {Scene}
*/
this.scene = scene;
/**
* The camera.
*
* @type {Camera}
*/
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 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;
/**
* The pass bokeh material.
*
* @type {ShaderMaterial}
*/
this.materialBokeh = new ShaderMaterial( {
defines: Object.assign( {}, BokehShader.defines ),
uniforms: bokehUniforms,
vertexShader: BokehShader.vertexShader,
fragmentShader: BokehShader.fragmentShader
} );
/**
* The pass uniforms. Use this object if you want to update the
* `focus`, `aperture` or `maxblur` values at runtime.
*
* ```js
* pass.uniforms.focus.value = focus;
* pass.uniforms.aperture.value = aperture;
* pass.uniforms.maxblur.value = maxblur;
* ```
*
* @type {Object}
*/
this.uniforms = bokehUniforms;
// internals
this._fsQuad = new FullScreenQuad( this.materialBokeh );
this._oldClearColor = new Color();
}
/**
* Performs the Bokeh pass.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} writeBuffer - The write buffer. This buffer is intended as the rendering
* destination for the pass.
* @param {WebGLRenderTarget} readBuffer - The read buffer. The pass can access the result from the
* previous pass from this buffer.
* @param {number} deltaTime - The delta time in seconds.
* @param {boolean} maskActive - Whether masking is active or not.
*/
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;
}
/**
* Sets the size of the pass.
*
* @param {number} width - The width to set.
* @param {number} height - The height to set.
*/
setSize( width, height ) {
this.materialBokeh.uniforms[ 'aspect' ].value = width / height;
this._renderTargetDepth.setSize( width, height );
}
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever the pass is no longer used in your app.
*/
dispose() {
this._renderTargetDepth.dispose();
this._materialDepth.dispose();
this.materialBokeh.dispose();
this._fsQuad.dispose();
}
}
Methods¶
render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget): void
¶
Code
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;
}