📄 DepthOfFieldNode.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 7 |
🧱 Classes | 1 |
📦 Imports | 27 |
📊 Variables & Constants | 15 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/tsl/display/DepthOfFieldNode.js
📦 Imports¶
Name | Source |
---|---|
TempNode |
three/webgpu |
NodeMaterial |
three/webgpu |
NodeUpdateType |
three/webgpu |
RenderTarget |
three/webgpu |
Vector2 |
three/webgpu |
HalfFloatType |
three/webgpu |
RedFormat |
three/webgpu |
QuadMesh |
three/webgpu |
RendererUtils |
three/webgpu |
convertToTexture |
three/tsl |
nodeObject |
three/tsl |
Fn |
three/tsl |
uniform |
three/tsl |
smoothstep |
three/tsl |
step |
three/tsl |
texture |
three/tsl |
max |
three/tsl |
uniformArray |
three/tsl |
outputStruct |
three/tsl |
property |
three/tsl |
vec4 |
three/tsl |
vec3 |
three/tsl |
uv |
three/tsl |
Loop |
three/tsl |
min |
three/tsl |
mix |
three/tsl |
gaussianBlur |
./GaussianBlurNode.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
_quadMesh |
any |
let/var | new QuadMesh() |
✗ |
_rendererState |
any |
let/var | *not shown* |
✗ |
map |
any |
let/var | this.textureNode.value |
✗ |
CoC |
any |
let/var | this._CoCTextureNode.sample( uvNode ).r |
✗ |
maxVal |
any |
let/var | col.rgb |
✗ |
CoC |
any |
let/var | col.a |
✗ |
GOLDEN_ANGLE |
2.39996323 |
let/var | 2.39996323 |
✗ |
SAMPLES |
80 |
let/var | 80 |
✗ |
points64 |
any[] |
let/var | [] |
✗ |
points16 |
any[] |
let/var | [] |
✗ |
idx64 |
number |
let/var | 0 |
✗ |
idx16 |
number |
let/var | 0 |
✗ |
theta |
number |
let/var | i * GOLDEN_ANGLE |
✗ |
r |
number |
let/var | Math.sqrt( i ) / Math.sqrt( SAMPLES ) |
✗ |
p |
any |
let/var | new Vector2( r * Math.cos( theta ), r * Math.sin( theta ) ) |
✗ |
Functions¶
DepthOfFieldNode.setSize(width: number, height: number): void
¶
JSDoc:
/**
* Sets the size of the effect.
*
* @param {number} width - The width of the effect.
* @param {number} height - The height of the effect.
*/
Parameters:
width
number
height
number
Returns: void
Calls:
this._invSize.value.set
this._CoCRT.setSize
this._compositeRT.setSize
Math.round
this._CoCBlurredRT.setSize
this._blur64RT.setSize
this._blur16NearRT.setSize
this._blur16FarRT.setSize
Internal Comments:
Code
setSize( width, height ) {
this._invSize.value.set( 1 / width, 1 / height );
this._CoCRT.setSize( width, height );
this._compositeRT.setSize( width, height );
// blur runs in half resolution
const halfResX = Math.round( width / 2 );
const halfResY = Math.round( height / 2 );
this._CoCBlurredRT.setSize( halfResX, halfResY );
this._blur64RT.setSize( halfResX, halfResY );
this._blur16NearRT.setSize( halfResX, halfResY );
this._blur16FarRT.setSize( halfResX, halfResY );
}
DepthOfFieldNode.getTextureNode(): PassTextureNode
¶
JSDoc:
/**
* Returns the result of the effect as a texture node.
*
* @return {PassTextureNode} A texture node that represents the result of the effect.
*/
Returns: PassTextureNode
DepthOfFieldNode.updateBefore(frame: NodeFrame): void
¶
JSDoc:
/**
* This method is used to update the effect's uniforms once per frame.
*
* @param {NodeFrame} frame - The current node frame.
*/
Parameters:
frame
NodeFrame
Returns: void
Calls:
this.setSize
RendererUtils.resetRendererState
renderer.setClearColor
renderer.setRenderTarget
_quadMesh.render
RendererUtils.restoreRendererState
Internal Comments:
// resize (x2)
// save state (x3)
// coc (x4)
// blur near field to avoid visible aliased edges when the near field (x5)
// is blended with the background (x5)
// blur64 near (x5)
// blur16 near (x4)
// blur64 far (x5)
// blur16 far (x4)
// composite (x4)
// restore (x4)
Code
updateBefore( frame ) {
const { renderer } = frame;
// resize
const map = this.textureNode.value;
this.setSize( map.image.width, map.image.height );
// save state
_rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
renderer.setClearColor( 0x000000, 0 );
// coc
_quadMesh.material = this._CoCMaterial;
renderer.setRenderTarget( this._CoCRT );
_quadMesh.render( renderer );
// blur near field to avoid visible aliased edges when the near field
// is blended with the background
this._CoCTextureNode.value = this._CoCRT.textures[ 0 ];
_quadMesh.material = this._CoCBlurredMaterial;
renderer.setRenderTarget( this._CoCBlurredRT );
_quadMesh.render( renderer );
// blur64 near
this._CoCTextureNode.value = this._CoCBlurredRT.texture;
_quadMesh.material = this._blur64Material;
renderer.setRenderTarget( this._blur64RT );
_quadMesh.render( renderer );
// blur16 near
_quadMesh.material = this._blur16Material;
renderer.setRenderTarget( this._blur16NearRT );
_quadMesh.render( renderer );
// blur64 far
this._CoCTextureNode.value = this._CoCRT.textures[ 1 ];
_quadMesh.material = this._blur64Material;
renderer.setRenderTarget( this._blur64RT );
_quadMesh.render( renderer );
// blur16 far
_quadMesh.material = this._blur16Material;
renderer.setRenderTarget( this._blur16FarRT );
_quadMesh.render( renderer );
// composite
_quadMesh.material = this._compositeMaterial;
renderer.setRenderTarget( this._compositeRT );
_quadMesh.render( renderer );
// restore
RendererUtils.restoreRendererState( renderer, _rendererState );
}
DepthOfFieldNode.setup(builder: NodeBuilder): ShaderCallNodeInternal
¶
JSDoc:
/**
* This method is used to setup the effect's TSL code.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {ShaderCallNodeInternal}
*/
Parameters:
builder
NodeBuilder
Returns: ShaderCallNodeInternal
Calls:
this._generateKernels
property (from three/tsl)
outputStruct (from three/tsl)
Fn (from three/tsl)
this.viewZNode.negate().sub
smoothstep (from three/tsl)
signedDist.abs
nearField.assign
step( signedDist, 0 ).mul
farField.assign
step( 0, signedDist ).mul
vec4 (from three/tsl)
CoC().context
builder.getSharedContext
gaussianBlur (from ./GaussianBlurNode.js)
uniformArray (from three/tsl)
vec3 (from three/tsl)
uv (from three/tsl)
this._CoCTextureNode.sample
this._invSize.mul( this.bokehScaleNode ).mul
Loop (from three/tsl)
uvNode.add
sampleStep.mul
bokeh64.element
this.textureNode.sample
acc.addAssign
acc.divAssign
blur64().context
this._blur64TextureNode.sample( uvNode ).toVar
bokeh16.element
this._blur64TextureNode.sample
maxVal.assign
max (from three/tsl)
blur16().context
this._blur16NearTextureNode.sample
this._blur16FarTextureNode.sample
min( near.a, 0.5 ).mul
min( far.a, 0.5 ).mul
vec4( 0, 0, 0, 1 ).toVar
mix (from three/tsl)
composite().context
Internal Comments:
// CoC, near and far fields (x2)
// blurred CoC for near field (x5)
// bokeh 64 blur pass (x2)
// bokeh 16 blur pass (x2)
// composite (x2)
// TODO: applying the bokeh scale to the near field CoC value introduces blending (x2)
// issues around edges of blurred foreground objects when their are rendered above (x2)
// the background. for now, don't apply the bokeh scale to the blend factors. that (x2)
// will cause less blur for objects which are partly out-of-focus (CoC between 0 and 1). (x2)
Code
setup( builder ) {
const kernels = this._generateKernels();
// CoC, near and far fields
const nearField = property( 'float' );
const farField = property( 'float' );
const outputNode = outputStruct( nearField, farField );
const CoC = Fn( () => {
const signedDist = this.viewZNode.negate().sub( this.focusDistanceNode );
const CoC = smoothstep( 0, this.focalLengthNode, signedDist.abs() );
nearField.assign( step( signedDist, 0 ).mul( CoC ) );
farField.assign( step( 0, signedDist ).mul( CoC ) );
return vec4( 0 );
} );
this._CoCMaterial.colorNode = CoC().context( builder.getSharedContext() );
this._CoCMaterial.outputNode = outputNode;
this._CoCMaterial.needsUpdate = true;
// blurred CoC for near field
this._CoCBlurredMaterial.colorNode = gaussianBlur( this._CoCTextureNode, 1, 2 );
this._CoCBlurredMaterial.needsUpdate = true;
// bokeh 64 blur pass
const bokeh64 = uniformArray( kernels.points64 );
const blur64 = Fn( () => {
const acc = vec3();
const uvNode = uv();
const CoC = this._CoCTextureNode.sample( uvNode ).r;
const sampleStep = this._invSize.mul( this.bokehScaleNode ).mul( CoC );
Loop( 64, ( { i } ) => {
const sUV = uvNode.add( sampleStep.mul( bokeh64.element( i ) ) );
const tap = this.textureNode.sample( sUV );
acc.addAssign( tap.rgb );
} );
acc.divAssign( 64 );
return vec4( acc, CoC );
} );
this._blur64Material.fragmentNode = blur64().context( builder.getSharedContext() );
this._blur64Material.needsUpdate = true;
// bokeh 16 blur pass
const bokeh16 = uniformArray( kernels.points16 );
const blur16 = Fn( () => {
const uvNode = uv();
const col = this._blur64TextureNode.sample( uvNode ).toVar();
const maxVal = col.rgb;
const CoC = col.a;
const sampleStep = this._invSize.mul( this.bokehScaleNode ).mul( CoC );
Loop( 16, ( { i } ) => {
const sUV = uvNode.add( sampleStep.mul( bokeh16.element( i ) ) );
const tap = this._blur64TextureNode.sample( sUV );
maxVal.assign( max( tap.rgb, maxVal ) );
} );
return vec4( maxVal, CoC );
} );
this._blur16Material.fragmentNode = blur16().context( builder.getSharedContext() );
this._blur16Material.needsUpdate = true;
// composite
const composite = Fn( () => {
const uvNode = uv();
const near = this._blur16NearTextureNode.sample( uvNode );
const far = this._blur16FarTextureNode.sample( uvNode );
const beauty = this.textureNode.sample( uvNode );
// TODO: applying the bokeh scale to the near field CoC value introduces blending
// issues around edges of blurred foreground objects when their are rendered above
// the background. for now, don't apply the bokeh scale to the blend factors. that
// will cause less blur for objects which are partly out-of-focus (CoC between 0 and 1).
const blendNear = min( near.a, 0.5 ).mul( 2 );
const blendFar = min( far.a, 0.5 ).mul( 2 );
const result = vec4( 0, 0, 0, 1 ).toVar();
result.rgb = mix( beauty.rgb, far.rgb, blendFar );
result.rgb = mix( result.rgb, near.rgb, blendNear );
return result;
} );
this._compositeMaterial.fragmentNode = composite().context( builder.getSharedContext() );
this._compositeMaterial.needsUpdate = true;
return this._textureNode;
}
DepthOfFieldNode._generateKernels(): { points16: any[]; points64: any[]; }
¶
Returns: { points16: any[]; points64: any[]; }
Calls:
Math.sqrt
Math.cos
Math.sin
Internal Comments:
// Vogel's method, see https://www.shadertoy.com/view/4fBXRG (x2)
// this approach allows to generate uniformly distributed sample (x2)
// points in a disc-shaped pattern. Blurring with these samples (x2)
// produces a typical optical lens blur (x2)
Code
_generateKernels() {
// Vogel's method, see https://www.shadertoy.com/view/4fBXRG
// this approach allows to generate uniformly distributed sample
// points in a disc-shaped pattern. Blurring with these samples
// produces a typical optical lens blur
const GOLDEN_ANGLE = 2.39996323;
const SAMPLES = 80;
const points64 = [];
const points16 = [];
let idx64 = 0;
let idx16 = 0;
for ( let i = 0; i < SAMPLES; i ++ ) {
const theta = i * GOLDEN_ANGLE;
const r = Math.sqrt( i ) / Math.sqrt( SAMPLES );
const p = new Vector2( r * Math.cos( theta ), r * Math.sin( theta ) );
if ( i % 5 === 0 ) {
points16[ idx16 ] = p;
idx16 ++;
} else {
points64[ idx64 ] = p;
idx64 ++;
}
}
return { points16, points64 };
}
DepthOfFieldNode.dispose(): void
¶
JSDoc:
/**
* Frees internal resources. This method should be called
* when the effect is no longer required.
*/
Returns: void
Calls:
this._CoCRT.dispose
this._CoCBlurredRT.dispose
this._blur64RT.dispose
this._blur16NearRT.dispose
this._blur16FarRT.dispose
this._compositeRT.dispose
this._CoCMaterial.dispose
this._CoCBlurredMaterial.dispose
this._blur64Material.dispose
this._blur16Material.dispose
this._compositeMaterial.dispose
Code
dispose() {
this._CoCRT.dispose();
this._CoCBlurredRT.dispose();
this._blur64RT.dispose();
this._blur16NearRT.dispose();
this._blur16FarRT.dispose();
this._compositeRT.dispose();
this._CoCMaterial.dispose();
this._CoCBlurredMaterial.dispose();
this._blur64Material.dispose();
this._blur16Material.dispose();
this._compositeMaterial.dispose();
}
dof(node: any, viewZNode: any, focusDistance: any, focalLength: any, bokehScale: any): DepthOfFieldNode
¶
Parameters:
node
any
viewZNode
any
focusDistance
any
focalLength
any
bokehScale
any
Returns: DepthOfFieldNode
Calls:
nodeObject (from three/tsl)
Code
Classes¶
DepthOfFieldNode
¶
Class Code
class DepthOfFieldNode extends TempNode {
static get type() {
return 'DepthOfFieldNode';
}
/**
* Constructs a new DOF node.
*
* @param {TextureNode} textureNode - The texture node that represents the input of the effect.
* @param {Node<float>} viewZNode - Represents the viewZ depth values of the scene.
* @param {Node<float>} focusDistanceNode - Defines the effect's focus which is the distance along the camera's look direction in world units.
* @param {Node<float>} focalLengthNode - How far an object can be from the focal plane before it goes completely out-of-focus in world units.
* @param {Node<float>} bokehScaleNode - A unitless value for artistic purposes to adjust the size of the bokeh.
*/
constructor( textureNode, viewZNode, focusDistanceNode, focalLengthNode, bokehScaleNode ) {
super( 'vec4' );
/**
* The texture node that represents the input of the effect.
*
* @type {TextureNode}
*/
this.textureNode = textureNode;
/**
* Represents the viewZ depth values of the scene.
*
* @type {Node<float>}
*/
this.viewZNode = viewZNode;
/**
* Defines the effect's focus which is the distance along the camera's look direction in world units.
*
* @type {Node<float>}
*/
this.focusDistanceNode = focusDistanceNode;
/**
* How far an object can be from the focal plane before it goes completely out-of-focus in world units.
*
* @type {Node<float>}
*/
this.focalLengthNode = focalLengthNode;
/**
* A unitless value for artistic purposes to adjust the size of the bokeh.
*
* @type {Node<float>}
*/
this.bokehScaleNode = bokehScaleNode;
/**
* The inverse size of the resolution.
*
* @private
* @type {UniformNode<vec2>}
*/
this._invSize = uniform( new Vector2() );
/**
* The render target used for the near and far field.
*
* @private
* @type {RenderTarget}
*/
this._CoCRT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType, format: RedFormat, count: 2 } );
this._CoCRT.textures[ 0 ].name = 'DepthOfField.NearField';
this._CoCRT.textures[ 1 ].name = 'DepthOfField.FarField';
/**
* The render target used for blurring the near field.
*
* @private
* @type {RenderTarget}
*/
this._CoCBlurredRT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType, format: RedFormat } );
this._CoCBlurredRT.texture.name = 'DepthOfField.NearFieldBlurred';
/**
* The render target used for the first blur pass.
*
* @private
* @type {RenderTarget}
*/
this._blur64RT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
this._blur64RT.texture.name = 'DepthOfField.Blur64';
/**
* The render target used for the near field's second blur pass.
*
* @private
* @type {RenderTarget}
*/
this._blur16NearRT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
this._blur16NearRT.texture.name = 'DepthOfField.Blur16Near';
/**
* The render target used for the far field's second blur pass.
*
* @private
* @type {RenderTarget}
*/
this._blur16FarRT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
this._blur16FarRT.texture.name = 'DepthOfField.Blur16Far';
/**
* The render target used for the composite
*
* @private
* @type {RenderTarget}
*/
this._compositeRT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
this._compositeRT.texture.name = 'DepthOfField.Composite';
/**
* The material used for the CoC/near and far fields.
*
* @private
* @type {NodeMaterial}
*/
this._CoCMaterial = new NodeMaterial();
/**
* The material used for blurring the near field.
*
* @private
* @type {NodeMaterial}
*/
this._CoCBlurredMaterial = new NodeMaterial();
/**
* The material used for the 64 tap blur.
*
* @private
* @type {NodeMaterial}
*/
this._blur64Material = new NodeMaterial();
/**
* The material used for the 16 tap blur.
*
* @private
* @type {NodeMaterial}
*/
this._blur16Material = new NodeMaterial();
/**
* The material used for the final composite.
*
* @private
* @type {NodeMaterial}
*/
this._compositeMaterial = new NodeMaterial();
/**
* The result of the effect is represented as a separate texture node.
*
* @private
* @type {TextureNode}
*/
this._textureNode = texture( this._compositeRT.texture );
/**
* The result of the CoC pass as a texture node.
*
* @private
* @type {TextureNode}
*/
this._CoCTextureNode = texture( this._CoCRT.texture );
/**
* The result of the blur64 pass as a texture node.
*
* @private
* @type {TextureNode}
*/
this._blur64TextureNode = texture( this._blur64RT.texture );
/**
* The result of the near field's blur16 pass as a texture node.
*
* @private
* @type {TextureNode}
*/
this._blur16NearTextureNode = texture( this._blur16NearRT.texture );
/**
* The result of the far field's blur16 pass as a texture node.
*
* @private
* @type {TextureNode}
*/
this._blur16FarTextureNode = texture( this._blur16FarRT.texture );
/**
* The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node updates
* its internal uniforms once per frame in `updateBefore()`.
*
* @type {string}
* @default 'frame'
*/
this.updateBeforeType = NodeUpdateType.FRAME;
}
/**
* Sets the size of the effect.
*
* @param {number} width - The width of the effect.
* @param {number} height - The height of the effect.
*/
setSize( width, height ) {
this._invSize.value.set( 1 / width, 1 / height );
this._CoCRT.setSize( width, height );
this._compositeRT.setSize( width, height );
// blur runs in half resolution
const halfResX = Math.round( width / 2 );
const halfResY = Math.round( height / 2 );
this._CoCBlurredRT.setSize( halfResX, halfResY );
this._blur64RT.setSize( halfResX, halfResY );
this._blur16NearRT.setSize( halfResX, halfResY );
this._blur16FarRT.setSize( halfResX, halfResY );
}
/**
* Returns the result of the effect as a texture node.
*
* @return {PassTextureNode} A texture node that represents the result of the effect.
*/
getTextureNode() {
return this._textureNode;
}
/**
* This method is used to update the effect's uniforms once per frame.
*
* @param {NodeFrame} frame - The current node frame.
*/
updateBefore( frame ) {
const { renderer } = frame;
// resize
const map = this.textureNode.value;
this.setSize( map.image.width, map.image.height );
// save state
_rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
renderer.setClearColor( 0x000000, 0 );
// coc
_quadMesh.material = this._CoCMaterial;
renderer.setRenderTarget( this._CoCRT );
_quadMesh.render( renderer );
// blur near field to avoid visible aliased edges when the near field
// is blended with the background
this._CoCTextureNode.value = this._CoCRT.textures[ 0 ];
_quadMesh.material = this._CoCBlurredMaterial;
renderer.setRenderTarget( this._CoCBlurredRT );
_quadMesh.render( renderer );
// blur64 near
this._CoCTextureNode.value = this._CoCBlurredRT.texture;
_quadMesh.material = this._blur64Material;
renderer.setRenderTarget( this._blur64RT );
_quadMesh.render( renderer );
// blur16 near
_quadMesh.material = this._blur16Material;
renderer.setRenderTarget( this._blur16NearRT );
_quadMesh.render( renderer );
// blur64 far
this._CoCTextureNode.value = this._CoCRT.textures[ 1 ];
_quadMesh.material = this._blur64Material;
renderer.setRenderTarget( this._blur64RT );
_quadMesh.render( renderer );
// blur16 far
_quadMesh.material = this._blur16Material;
renderer.setRenderTarget( this._blur16FarRT );
_quadMesh.render( renderer );
// composite
_quadMesh.material = this._compositeMaterial;
renderer.setRenderTarget( this._compositeRT );
_quadMesh.render( renderer );
// restore
RendererUtils.restoreRendererState( renderer, _rendererState );
}
/**
* This method is used to setup the effect's TSL code.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {ShaderCallNodeInternal}
*/
setup( builder ) {
const kernels = this._generateKernels();
// CoC, near and far fields
const nearField = property( 'float' );
const farField = property( 'float' );
const outputNode = outputStruct( nearField, farField );
const CoC = Fn( () => {
const signedDist = this.viewZNode.negate().sub( this.focusDistanceNode );
const CoC = smoothstep( 0, this.focalLengthNode, signedDist.abs() );
nearField.assign( step( signedDist, 0 ).mul( CoC ) );
farField.assign( step( 0, signedDist ).mul( CoC ) );
return vec4( 0 );
} );
this._CoCMaterial.colorNode = CoC().context( builder.getSharedContext() );
this._CoCMaterial.outputNode = outputNode;
this._CoCMaterial.needsUpdate = true;
// blurred CoC for near field
this._CoCBlurredMaterial.colorNode = gaussianBlur( this._CoCTextureNode, 1, 2 );
this._CoCBlurredMaterial.needsUpdate = true;
// bokeh 64 blur pass
const bokeh64 = uniformArray( kernels.points64 );
const blur64 = Fn( () => {
const acc = vec3();
const uvNode = uv();
const CoC = this._CoCTextureNode.sample( uvNode ).r;
const sampleStep = this._invSize.mul( this.bokehScaleNode ).mul( CoC );
Loop( 64, ( { i } ) => {
const sUV = uvNode.add( sampleStep.mul( bokeh64.element( i ) ) );
const tap = this.textureNode.sample( sUV );
acc.addAssign( tap.rgb );
} );
acc.divAssign( 64 );
return vec4( acc, CoC );
} );
this._blur64Material.fragmentNode = blur64().context( builder.getSharedContext() );
this._blur64Material.needsUpdate = true;
// bokeh 16 blur pass
const bokeh16 = uniformArray( kernels.points16 );
const blur16 = Fn( () => {
const uvNode = uv();
const col = this._blur64TextureNode.sample( uvNode ).toVar();
const maxVal = col.rgb;
const CoC = col.a;
const sampleStep = this._invSize.mul( this.bokehScaleNode ).mul( CoC );
Loop( 16, ( { i } ) => {
const sUV = uvNode.add( sampleStep.mul( bokeh16.element( i ) ) );
const tap = this._blur64TextureNode.sample( sUV );
maxVal.assign( max( tap.rgb, maxVal ) );
} );
return vec4( maxVal, CoC );
} );
this._blur16Material.fragmentNode = blur16().context( builder.getSharedContext() );
this._blur16Material.needsUpdate = true;
// composite
const composite = Fn( () => {
const uvNode = uv();
const near = this._blur16NearTextureNode.sample( uvNode );
const far = this._blur16FarTextureNode.sample( uvNode );
const beauty = this.textureNode.sample( uvNode );
// TODO: applying the bokeh scale to the near field CoC value introduces blending
// issues around edges of blurred foreground objects when their are rendered above
// the background. for now, don't apply the bokeh scale to the blend factors. that
// will cause less blur for objects which are partly out-of-focus (CoC between 0 and 1).
const blendNear = min( near.a, 0.5 ).mul( 2 );
const blendFar = min( far.a, 0.5 ).mul( 2 );
const result = vec4( 0, 0, 0, 1 ).toVar();
result.rgb = mix( beauty.rgb, far.rgb, blendFar );
result.rgb = mix( result.rgb, near.rgb, blendNear );
return result;
} );
this._compositeMaterial.fragmentNode = composite().context( builder.getSharedContext() );
this._compositeMaterial.needsUpdate = true;
return this._textureNode;
}
_generateKernels() {
// Vogel's method, see https://www.shadertoy.com/view/4fBXRG
// this approach allows to generate uniformly distributed sample
// points in a disc-shaped pattern. Blurring with these samples
// produces a typical optical lens blur
const GOLDEN_ANGLE = 2.39996323;
const SAMPLES = 80;
const points64 = [];
const points16 = [];
let idx64 = 0;
let idx16 = 0;
for ( let i = 0; i < SAMPLES; i ++ ) {
const theta = i * GOLDEN_ANGLE;
const r = Math.sqrt( i ) / Math.sqrt( SAMPLES );
const p = new Vector2( r * Math.cos( theta ), r * Math.sin( theta ) );
if ( i % 5 === 0 ) {
points16[ idx16 ] = p;
idx16 ++;
} else {
points64[ idx64 ] = p;
idx64 ++;
}
}
return { points16, points64 };
}
/**
* Frees internal resources. This method should be called
* when the effect is no longer required.
*/
dispose() {
this._CoCRT.dispose();
this._CoCBlurredRT.dispose();
this._blur64RT.dispose();
this._blur16NearRT.dispose();
this._blur16FarRT.dispose();
this._compositeRT.dispose();
this._CoCMaterial.dispose();
this._CoCBlurredMaterial.dispose();
this._blur64Material.dispose();
this._blur16Material.dispose();
this._compositeMaterial.dispose();
}
}
Methods¶
setSize(width: number, height: number): void
¶
Code
setSize( width, height ) {
this._invSize.value.set( 1 / width, 1 / height );
this._CoCRT.setSize( width, height );
this._compositeRT.setSize( width, height );
// blur runs in half resolution
const halfResX = Math.round( width / 2 );
const halfResY = Math.round( height / 2 );
this._CoCBlurredRT.setSize( halfResX, halfResY );
this._blur64RT.setSize( halfResX, halfResY );
this._blur16NearRT.setSize( halfResX, halfResY );
this._blur16FarRT.setSize( halfResX, halfResY );
}
getTextureNode(): PassTextureNode
¶
updateBefore(frame: NodeFrame): void
¶
Code
updateBefore( frame ) {
const { renderer } = frame;
// resize
const map = this.textureNode.value;
this.setSize( map.image.width, map.image.height );
// save state
_rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
renderer.setClearColor( 0x000000, 0 );
// coc
_quadMesh.material = this._CoCMaterial;
renderer.setRenderTarget( this._CoCRT );
_quadMesh.render( renderer );
// blur near field to avoid visible aliased edges when the near field
// is blended with the background
this._CoCTextureNode.value = this._CoCRT.textures[ 0 ];
_quadMesh.material = this._CoCBlurredMaterial;
renderer.setRenderTarget( this._CoCBlurredRT );
_quadMesh.render( renderer );
// blur64 near
this._CoCTextureNode.value = this._CoCBlurredRT.texture;
_quadMesh.material = this._blur64Material;
renderer.setRenderTarget( this._blur64RT );
_quadMesh.render( renderer );
// blur16 near
_quadMesh.material = this._blur16Material;
renderer.setRenderTarget( this._blur16NearRT );
_quadMesh.render( renderer );
// blur64 far
this._CoCTextureNode.value = this._CoCRT.textures[ 1 ];
_quadMesh.material = this._blur64Material;
renderer.setRenderTarget( this._blur64RT );
_quadMesh.render( renderer );
// blur16 far
_quadMesh.material = this._blur16Material;
renderer.setRenderTarget( this._blur16FarRT );
_quadMesh.render( renderer );
// composite
_quadMesh.material = this._compositeMaterial;
renderer.setRenderTarget( this._compositeRT );
_quadMesh.render( renderer );
// restore
RendererUtils.restoreRendererState( renderer, _rendererState );
}
setup(builder: NodeBuilder): ShaderCallNodeInternal
¶
Code
setup( builder ) {
const kernels = this._generateKernels();
// CoC, near and far fields
const nearField = property( 'float' );
const farField = property( 'float' );
const outputNode = outputStruct( nearField, farField );
const CoC = Fn( () => {
const signedDist = this.viewZNode.negate().sub( this.focusDistanceNode );
const CoC = smoothstep( 0, this.focalLengthNode, signedDist.abs() );
nearField.assign( step( signedDist, 0 ).mul( CoC ) );
farField.assign( step( 0, signedDist ).mul( CoC ) );
return vec4( 0 );
} );
this._CoCMaterial.colorNode = CoC().context( builder.getSharedContext() );
this._CoCMaterial.outputNode = outputNode;
this._CoCMaterial.needsUpdate = true;
// blurred CoC for near field
this._CoCBlurredMaterial.colorNode = gaussianBlur( this._CoCTextureNode, 1, 2 );
this._CoCBlurredMaterial.needsUpdate = true;
// bokeh 64 blur pass
const bokeh64 = uniformArray( kernels.points64 );
const blur64 = Fn( () => {
const acc = vec3();
const uvNode = uv();
const CoC = this._CoCTextureNode.sample( uvNode ).r;
const sampleStep = this._invSize.mul( this.bokehScaleNode ).mul( CoC );
Loop( 64, ( { i } ) => {
const sUV = uvNode.add( sampleStep.mul( bokeh64.element( i ) ) );
const tap = this.textureNode.sample( sUV );
acc.addAssign( tap.rgb );
} );
acc.divAssign( 64 );
return vec4( acc, CoC );
} );
this._blur64Material.fragmentNode = blur64().context( builder.getSharedContext() );
this._blur64Material.needsUpdate = true;
// bokeh 16 blur pass
const bokeh16 = uniformArray( kernels.points16 );
const blur16 = Fn( () => {
const uvNode = uv();
const col = this._blur64TextureNode.sample( uvNode ).toVar();
const maxVal = col.rgb;
const CoC = col.a;
const sampleStep = this._invSize.mul( this.bokehScaleNode ).mul( CoC );
Loop( 16, ( { i } ) => {
const sUV = uvNode.add( sampleStep.mul( bokeh16.element( i ) ) );
const tap = this._blur64TextureNode.sample( sUV );
maxVal.assign( max( tap.rgb, maxVal ) );
} );
return vec4( maxVal, CoC );
} );
this._blur16Material.fragmentNode = blur16().context( builder.getSharedContext() );
this._blur16Material.needsUpdate = true;
// composite
const composite = Fn( () => {
const uvNode = uv();
const near = this._blur16NearTextureNode.sample( uvNode );
const far = this._blur16FarTextureNode.sample( uvNode );
const beauty = this.textureNode.sample( uvNode );
// TODO: applying the bokeh scale to the near field CoC value introduces blending
// issues around edges of blurred foreground objects when their are rendered above
// the background. for now, don't apply the bokeh scale to the blend factors. that
// will cause less blur for objects which are partly out-of-focus (CoC between 0 and 1).
const blendNear = min( near.a, 0.5 ).mul( 2 );
const blendFar = min( far.a, 0.5 ).mul( 2 );
const result = vec4( 0, 0, 0, 1 ).toVar();
result.rgb = mix( beauty.rgb, far.rgb, blendFar );
result.rgb = mix( result.rgb, near.rgb, blendNear );
return result;
} );
this._compositeMaterial.fragmentNode = composite().context( builder.getSharedContext() );
this._compositeMaterial.needsUpdate = true;
return this._textureNode;
}
_generateKernels(): { points16: any[]; points64: any[]; }
¶
Code
_generateKernels() {
// Vogel's method, see https://www.shadertoy.com/view/4fBXRG
// this approach allows to generate uniformly distributed sample
// points in a disc-shaped pattern. Blurring with these samples
// produces a typical optical lens blur
const GOLDEN_ANGLE = 2.39996323;
const SAMPLES = 80;
const points64 = [];
const points16 = [];
let idx64 = 0;
let idx16 = 0;
for ( let i = 0; i < SAMPLES; i ++ ) {
const theta = i * GOLDEN_ANGLE;
const r = Math.sqrt( i ) / Math.sqrt( SAMPLES );
const p = new Vector2( r * Math.cos( theta ), r * Math.sin( theta ) );
if ( i % 5 === 0 ) {
points16[ idx16 ] = p;
idx16 ++;
} else {
points64[ idx64 ] = p;
idx64 ++;
}
}
return { points16, points64 };
}
dispose(): void
¶
Code
dispose() {
this._CoCRT.dispose();
this._CoCBlurredRT.dispose();
this._blur64RT.dispose();
this._blur16NearRT.dispose();
this._blur16FarRT.dispose();
this._compositeRT.dispose();
this._CoCMaterial.dispose();
this._CoCBlurredMaterial.dispose();
this._blur64Material.dispose();
this._blur16Material.dispose();
this._compositeMaterial.dispose();
}