src/passes/RealisticBokehPass.js
import { RealisticBokehMaterial } from "../materials";
import { Pass } from "./Pass.js";
/**
* An advanced Depth of Field (DoF) pass.
*
* Yields more realistic results but is also more demanding.
*
* This pass requires a {@link EffectComposer#depthTexture}.
*/
export class RealisticBokehPass extends Pass {
/**
* Constructs a new bokeh pass.
*
* @param {PerspectiveCamera} camera - The main camera. Used to obtain the focal length and the near and far plane settings.
* @param {Object} [options] - Additional parameters. See {@link RealisticBokehMaterial} for details.
*/
constructor(camera, options = {}) {
super("RealisticBokehPass");
this.setFullscreenMaterial(new RealisticBokehMaterial(camera, options));
}
/**
* Renders the effect.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass.
* @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen.
* @param {Number} [delta] - The time between the last frame and the current one in seconds.
* @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active.
*/
render(renderer, inputBuffer, outputBuffer, delta, stencilTest) {
const uniforms = this.getFullscreenMaterial().uniforms;
uniforms.tDiffuse.value = inputBuffer.texture;
uniforms.tDepth.value = inputBuffer.depthTexture;
renderer.render(this.scene, this.camera, this.renderToScreen ? null : outputBuffer);
}
/**
* Updates the size of this pass.
*
* @param {Number} width - The width.
* @param {Number} height - The height.
*/
setSize(width, height) {
this.getFullscreenMaterial().setTexelSize(1.0 / width, 1.0 / height);
}
}