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https://github.com/Doodle3D/Doodle3D-Slicer.git
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101 lines
2.4 KiB
JavaScript
Executable File
101 lines
2.4 KiB
JavaScript
Executable File
/**
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* Depth-of-field post-process with bokeh shader
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*/
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THREE.BokehPass = function ( scene, camera, params ) {
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this.scene = scene;
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this.camera = camera;
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var focus = ( params.focus !== undefined ) ? params.focus : 1.0;
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var aspect = ( params.aspect !== undefined ) ? params.aspect : camera.aspect;
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var aperture = ( params.aperture !== undefined ) ? params.aperture : 0.025;
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var maxblur = ( params.maxblur !== undefined ) ? params.maxblur : 1.0;
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// render targets
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var width = params.width || window.innerWidth || 1;
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var height = params.height || window.innerHeight || 1;
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this.renderTargetColor = new THREE.WebGLRenderTarget( width, height, {
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minFilter: THREE.LinearFilter,
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magFilter: THREE.LinearFilter,
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format: THREE.RGBFormat
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} );
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this.renderTargetDepth = this.renderTargetColor.clone();
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// depth material
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this.materialDepth = new THREE.MeshDepthMaterial();
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// 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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var bokehShader = THREE.BokehShader;
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var bokehUniforms = THREE.UniformsUtils.clone( bokehShader.uniforms );
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bokehUniforms[ "tDepth" ].value = this.renderTargetDepth;
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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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this.materialBokeh = new THREE.ShaderMaterial({
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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.enabled = true;
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this.needsSwap = false;
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this.renderToScreen = false;
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this.clear = false;
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this.camera2 = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 );
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this.scene2 = new THREE.Scene();
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this.quad2 = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
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this.scene2.add( this.quad2 );
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};
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THREE.BokehPass.prototype = {
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render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
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this.quad2.material = this.materialBokeh;
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// Render depth into texture
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this.scene.overrideMaterial = this.materialDepth;
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renderer.render( this.scene, this.camera, this.renderTargetDepth, true );
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// Render bokeh composite
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this.uniforms[ "tColor" ].value = readBuffer;
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if ( this.renderToScreen ) {
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renderer.render( this.scene2, this.camera2 );
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} else {
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renderer.render( this.scene2, this.camera2, writeBuffer, this.clear );
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}
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this.scene.overrideMaterial = null;
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}
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};
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