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import {RealisticBokehPass} from 'postprocessing/src/passes/RealisticBokehPass.js'
public class | source

RealisticBokehPass

Extends:

Pass → RealisticBokehPass

Indirect Implements:

An advanced Depth of Field (DoF) pass.

Yields more realistic results but is also more demanding.

This pass requires a EffectComposer#depthTexture.

Constructor Summary

Public Constructor
public

constructor(camera: PerspectiveCamera, options: Object)

Constructs a new bokeh pass.

Method Summary

Public Methods
public

render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget, delta: Number, stencilTest: Boolean)

Renders the effect.

public

setSize(width: Number, height: Number)

Updates the size of this pass.

Inherited Summary

From class Pass
public get

material: Material

this get was deprecated. Use getFullscreenMaterial() instead.

The fullscreen material.

protected set

material: Material

this set was deprecated. Use setFullscreenMaterial(Material) instead.
public

[key]: *

public

Indicates whether this pass should be executed.

public

The name of this pass.

public

Indicates whether the EffectComposer should swap the frame buffers after this pass has finished rendering.

public

Indicates whether this pass should render to screen.

protected

camera: Camera

The camera.

protected

scene: Scene

The scene to render.

private

quad: Mesh

A quad mesh that fills the screen.

public

Performs a shallow search for disposable properties and deletes them.

public

getFullscreenMaterial(): Material

Returns the current fullscreen material.

public

initialize(renderer: WebGLRenderer, alpha: Boolean)

Performs initialization tasks.

public abstract

render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget, delta: Number, stencilTest: Boolean)

Renders the effect.

public

setSize(width: Number, height: Number)

Updates this pass with the renderer's size.

You may override this method in case you want to be informed about the main render size.

The EffectComposer calls this method before this pass is initialized and every time its own size is updated.

protected

setFullscreenMaterial(material: Material)

Sets the fullscreen material.

Public Constructors

public constructor(camera: PerspectiveCamera, options: Object) source

Constructs a new bokeh pass.

Override:

Pass#constructor

Params:

NameTypeAttributeDescription
camera PerspectiveCamera

The main camera. Used to obtain the focal length and the near and far plane settings.

options Object
  • optional

Additional parameters. See RealisticBokehMaterial for details.

Public Methods

public render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget, delta: Number, stencilTest: Boolean) source

Renders the effect.

Override:

Pass#render

Params:

NameTypeAttributeDescription
renderer WebGLRenderer

The renderer.

inputBuffer WebGLRenderTarget

A frame buffer that contains the result of the previous pass.

outputBuffer WebGLRenderTarget

A frame buffer that serves as the output render target unless this pass renders to screen.

delta Number
  • optional

The time between the last frame and the current one in seconds.

stencilTest Boolean
  • optional

Indicates whether a stencil mask is active.

public setSize(width: Number, height: Number) source

Updates the size of this pass.

Override:

Pass#setSize

Params:

NameTypeAttributeDescription
width Number

The width.

height Number

The height.