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@@ -1,9 +1,17 @@
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-import { TempNode, NodeUpdateType } from 'three/webgpu';
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-import { convertToTexture, nodeObject, Fn, uv, uniform, vec2, vec4, clamp } from 'three/tsl';
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+import { TempNode, NodeMaterial, NodeUpdateType, RenderTarget, Vector2, HalfFloatType, RedFormat, QuadMesh, RendererUtils } from 'three/webgpu';
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+import { convertToTexture, nodeObject, Fn, uniform, smoothstep, step, texture, max, uniformArray, outputStruct, property, vec4, vec3, uv, Loop, min, mix } from 'three/tsl';
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+import { gaussianBlur } from './GaussianBlurNode.js';
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+
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+const _quadMesh = /*@__PURE__*/ new QuadMesh();
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+let _rendererState;
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/**
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* Post processing node for creating depth of field (DOF) effect.
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*
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+ * References:
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+ * - {@link https://pixelmischiefblog.wordpress.com/2016/11/25/bokeh-depth-of-field/}
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+ * - {@link https://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/}
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+ *
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* @augments TempNode
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* @three_import import { dof } from 'three/addons/tsl/display/DepthOfFieldNode.js';
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*/
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@@ -20,11 +28,11 @@ class DepthOfFieldNode extends TempNode {
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*
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* @param {TextureNode} textureNode - The texture node that represents the input of the effect.
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* @param {Node<float>} viewZNode - Represents the viewZ depth values of the scene.
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- * @param {Node<float>} focusNode - Defines the effect's focus which is the distance along the camera's look direction in world units.
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- * @param {Node<float>} apertureNode - Defines the effect's aperture.
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- * @param {Node<float>} maxblurNode - Defines the effect's maximum blur.
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+ * @param {Node<float>} focusDistanceNode - Defines the effect's focus which is the distance along the camera's look direction in world units.
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+ * @param {Node<float>} focalLengthNode - How far an object can be from the focal plane before it goes completely out-of-focus in world units.
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+ * @param {Node<float>} bokehScaleNode - A unitless value for artistic purposes to adjust the size of the bokeh.
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*/
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- constructor( textureNode, viewZNode, focusNode, apertureNode, maxblurNode ) {
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+ constructor( textureNode, viewZNode, focusDistanceNode, focalLengthNode, bokehScaleNode ) {
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super( 'vec4' );
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@@ -47,29 +55,164 @@ class DepthOfFieldNode extends TempNode {
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*
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* @type {Node<float>}
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*/
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- this.focusNode = focusNode;
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+ this.focusDistanceNode = focusDistanceNode;
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/**
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- * Defines the effect's aperture.
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+ * How far an object can be from the focal plane before it goes completely out-of-focus in world units.
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*
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* @type {Node<float>}
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*/
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- this.apertureNode = apertureNode;
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+ this.focalLengthNode = focalLengthNode;
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/**
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- * Defines the effect's maximum blur.
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+ * A unitless value for artistic purposes to adjust the size of the bokeh.
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*
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* @type {Node<float>}
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*/
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- this.maxblurNode = maxblurNode;
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+ this.bokehScaleNode = bokehScaleNode;
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+
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+ /**
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+ * The inverse size of the resolution.
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+ *
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+ * @private
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+ * @type {UniformNode<vec2>}
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+ */
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+ this._invSize = uniform( new Vector2() );
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+
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+ /**
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+ * The render target used for the near and far field.
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+ *
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+ * @private
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+ * @type {RenderTarget}
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+ */
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+ this._CoCRT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType, format: RedFormat, count: 2 } );
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+ this._CoCRT.textures[ 0 ].name = 'DepthOfField.NearField';
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+ this._CoCRT.textures[ 1 ].name = 'DepthOfField.FarField';
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+
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+ /**
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+ * The render target used for blurring the near field.
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+ *
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+ * @private
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+ * @type {RenderTarget}
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+ */
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+ this._CoCBlurredRT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType, format: RedFormat } );
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+ this._CoCBlurredRT.texture.name = 'DepthOfField.NearFieldBlurred';
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+
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+ /**
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+ * The render target used for the first blur pass.
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+ *
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+ * @private
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+ * @type {RenderTarget}
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+ */
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+ this._blur64RT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
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+ this._blur64RT.texture.name = 'DepthOfField.Blur64';
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+
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+ /**
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+ * The render target used for the near field's second blur pass.
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+ *
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+ * @private
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+ * @type {RenderTarget}
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+ */
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+ this._blur16NearRT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
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+ this._blur16NearRT.texture.name = 'DepthOfField.Blur16Near';
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+
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+ /**
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+ * The render target used for the far field's second blur pass.
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+ *
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+ * @private
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+ * @type {RenderTarget}
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+ */
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+ this._blur16FarRT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
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+ this._blur16FarRT.texture.name = 'DepthOfField.Blur16Far';
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+
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+ /**
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+ * The render target used for the composite
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+ *
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+ * @private
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+ * @type {RenderTarget}
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+ */
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+ this._compositeRT = new RenderTarget( 1, 1, { depthBuffer: false, type: HalfFloatType } );
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+ this._compositeRT.texture.name = 'DepthOfField.Composite';
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+
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+ /**
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+ * The material used for the CoC/near and far fields.
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+ *
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+ * @private
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+ * @type {NodeMaterial}
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+ */
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+ this._CoCMaterial = new NodeMaterial();
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+
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+ /**
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+ * The material used for blurring the near field.
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+ *
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+ * @private
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+ * @type {NodeMaterial}
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+ */
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+ this._CoCBlurredMaterial = new NodeMaterial();
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+
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+ /**
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+ * The material used for the 64 tap blur.
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+ *
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+ * @private
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+ * @type {NodeMaterial}
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+ */
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+ this._blur64Material = new NodeMaterial();
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+
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+ /**
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+ * The material used for the 16 tap blur.
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+ *
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+ * @private
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+ * @type {NodeMaterial}
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+ */
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+ this._blur16Material = new NodeMaterial();
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+
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+ /**
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+ * The material used for the final composite.
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+ *
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+ * @private
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+ * @type {NodeMaterial}
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+ */
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+ this._compositeMaterial = new NodeMaterial();
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+
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+ /**
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+ * The result of the effect is represented as a separate texture node.
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+ *
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+ * @private
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+ * @type {TextureNode}
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+ */
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+ this._textureNode = texture( this._compositeRT.texture );
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+
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+ /**
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+ * The result of the CoC pass as a texture node.
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+ *
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+ * @private
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+ * @type {TextureNode}
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+ */
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+ this._CoCTextureNode = texture( this._CoCRT.texture );
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+
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+ /**
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+ * The result of the blur64 pass as a texture node.
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+ *
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+ * @private
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+ * @type {TextureNode}
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+ */
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+ this._blur64TextureNode = texture( this._blur64RT.texture );
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/**
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- * Represents the input's aspect ratio.
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+ * The result of the near field's blur16 pass as a texture node.
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*
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* @private
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- * @type {UniformNode<float>}
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+ * @type {TextureNode}
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*/
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- this._aspect = uniform( 0 );
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+ this._blur16NearTextureNode = texture( this._blur16NearRT.texture );
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+
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+ /**
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+ * The result of the far field's blur16 pass as a texture node.
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+ *
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+ * @private
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+ * @type {TextureNode}
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+ */
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+ this._blur16FarTextureNode = texture( this._blur16FarRT.texture );
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/**
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* The `updateBeforeType` is set to `NodeUpdateType.FRAME` since the node updates
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@@ -82,16 +225,114 @@ class DepthOfFieldNode extends TempNode {
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}
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+ /**
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+ * Sets the size of the effect.
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+ *
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+ * @param {number} width - The width of the effect.
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+ * @param {number} height - The height of the effect.
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+ */
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+ setSize( width, height ) {
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+
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+ this._invSize.value.set( 1 / width, 1 / height );
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+
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+ this._CoCRT.setSize( width, height );
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+ this._compositeRT.setSize( width, height );
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+
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+ // blur runs in half resolution
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+
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+ const halfResX = Math.round( width / 2 );
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+ const halfResY = Math.round( height / 2 );
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+
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+ this._CoCBlurredRT.setSize( halfResX, halfResY );
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+ this._blur64RT.setSize( halfResX, halfResY );
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+ this._blur16NearRT.setSize( halfResX, halfResY );
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+ this._blur16FarRT.setSize( halfResX, halfResY );
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+
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+ }
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+
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+ /**
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+ * Returns the result of the effect as a texture node.
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+ *
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+ * @return {PassTextureNode} A texture node that represents the result of the effect.
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+ */
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+ getTextureNode() {
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+
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+ return this._textureNode;
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+
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+ }
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+
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/**
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* This method is used to update the effect's uniforms once per frame.
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*
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* @param {NodeFrame} frame - The current node frame.
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*/
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- updateBefore() {
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+ updateBefore( frame ) {
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+
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+ const { renderer } = frame;
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+
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+ // resize
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const map = this.textureNode.value;
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+ this.setSize( map.image.width, map.image.height );
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+
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+ // save state
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+
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+ _rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
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+
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+ renderer.setClearColor( 0x000000, 0 );
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+
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+ // coc
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+
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+ _quadMesh.material = this._CoCMaterial;
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+ renderer.setRenderTarget( this._CoCRT );
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+ _quadMesh.render( renderer );
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+
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+ // blur near field to avoid visible aliased edges when the near field
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+ // is blended with the background
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+
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+ this._CoCTextureNode.value = this._CoCRT.textures[ 0 ];
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+
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+ _quadMesh.material = this._CoCBlurredMaterial;
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+ renderer.setRenderTarget( this._CoCBlurredRT );
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+ _quadMesh.render( renderer );
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+
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+ // blur64 near
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+
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+ this._CoCTextureNode.value = this._CoCBlurredRT.texture;
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+
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+ _quadMesh.material = this._blur64Material;
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+ renderer.setRenderTarget( this._blur64RT );
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+ _quadMesh.render( renderer );
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+
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+ // blur16 near
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+
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+ _quadMesh.material = this._blur16Material;
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+ renderer.setRenderTarget( this._blur16NearRT );
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+ _quadMesh.render( renderer );
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+
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+ // blur64 far
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+
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+ this._CoCTextureNode.value = this._CoCRT.textures[ 1 ];
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+
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+ _quadMesh.material = this._blur64Material;
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+ renderer.setRenderTarget( this._blur64RT );
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+ _quadMesh.render( renderer );
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+
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+ // blur16 far
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+
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+ _quadMesh.material = this._blur16Material;
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+ renderer.setRenderTarget( this._blur16FarRT );
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+ _quadMesh.render( renderer );
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- this._aspect.value = map.image.width / map.image.height;
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+ // composite
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+
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+ _quadMesh.material = this._compositeMaterial;
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+ renderer.setRenderTarget( this._compositeRT );
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+ _quadMesh.render( renderer );
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+
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+ // restore
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+
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+ RendererUtils.restoreRendererState( renderer, _rendererState );
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}
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@@ -101,81 +342,189 @@ class DepthOfFieldNode extends TempNode {
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* @param {NodeBuilder} builder - The current node builder.
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* @return {ShaderCallNodeInternal}
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*/
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- setup() {
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-
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- const textureNode = this.textureNode;
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- const uvNode = textureNode.uvNode || uv();
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-
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- const sampleTexture = ( uv ) => textureNode.sample( uv );
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-
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- const dof = Fn( () => {
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-
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- const aspectcorrect = vec2( 1.0, this._aspect );
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-
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- const factor = this.focusNode.add( this.viewZNode );
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-
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- const dofblur = vec2( clamp( factor.mul( this.apertureNode ), this.maxblurNode.negate(), this.maxblurNode ) );
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-
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- const dofblur9 = dofblur.mul( 0.9 );
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- const dofblur7 = dofblur.mul( 0.7 );
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- const dofblur4 = dofblur.mul( 0.4 );
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-
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- let col = vec4( 0.0 );
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-
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- col = col.add( sampleTexture( uvNode ) );
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-
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- col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( 0.40, 0.0 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( - 0.15, 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( 0.37, 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( - 0.37, - 0.15 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( 0.15, - 0.37 ).mul( aspectcorrect ).mul( dofblur9 ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( 0.40, 0.0 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur7 ) ) ) );
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|
- col = col.add( sampleTexture( uvNode.add( vec2( 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
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|
- col = col.add( sampleTexture( uvNode.add( vec2( 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
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- col = col.add( sampleTexture( uvNode.add( vec2( 0.0, - 0.4 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
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|
- col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
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|
- col = col.add( sampleTexture( uvNode.add( vec2( - 0.4, 0.0 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
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|
- col = col.add( sampleTexture( uvNode.add( vec2( - 0.29, - 0.29 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
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|
- col = col.add( sampleTexture( uvNode.add( vec2( 0.0, 0.4 ).mul( aspectcorrect ).mul( dofblur4 ) ) ) );
|
|
|
-
|
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|
- col = col.div( 41 );
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|
|
- col.a = 1;
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|
-
|
|
|
- return vec4( col );
|
|
|
+ setup( builder ) {
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|
|
+
|
|
|
+ const kernels = this._generateKernels();
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|
|
+
|
|
|
+ // CoC, near and far fields
|
|
|
+
|
|
|
+ const nearField = property( 'float' );
|
|
|
+ const farField = property( 'float' );
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|
|
+
|
|
|
+ const outputNode = outputStruct( nearField, farField );
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|
|
|
|
|
+ const CoC = Fn( () => {
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|
|
+
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|
|
+ const signedDist = this.viewZNode.negate().sub( this.focusDistanceNode );
|
|
|
+ const CoC = smoothstep( 0, this.focalLengthNode, signedDist.abs() );
|
|
|
+
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|
|
+ nearField.assign( step( signedDist, 0 ).mul( CoC ) );
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|
|
+ farField.assign( step( 0, signedDist ).mul( CoC ) );
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|
|
+
|
|
|
+ return vec4( 0 );
|
|
|
|
|
|
} );
|
|
|
|
|
|
- const outputNode = dof();
|
|
|
+ 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, 1 );
|
|
|
+ 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();
|
|
|
|
|
|
- return outputNode;
|
|
|
+ this._CoCMaterial.dispose();
|
|
|
+ this._CoCBlurredMaterial.dispose();
|
|
|
+ this._blur64Material.dispose();
|
|
|
+ this._blur16Material.dispose();
|
|
|
+ this._compositeMaterial.dispose();
|
|
|
|
|
|
}
|
|
|
|
|
|
@@ -190,9 +539,9 @@ export default DepthOfFieldNode;
|
|
|
* @function
|
|
|
* @param {Node<vec4>} node - The node that represents the input of the effect.
|
|
|
* @param {Node<float>} viewZNode - Represents the viewZ depth values of the scene.
|
|
|
- * @param {Node<float> | number} focus - Defines the effect's focus which is the distance along the camera's look direction in world units.
|
|
|
- * @param {Node<float> | number} aperture - Defines the effect's aperture.
|
|
|
- * @param {Node<float> | number} maxblur - Defines the effect's maximum blur.
|
|
|
+ * @param {Node<float> | number} focusDistance - Defines the effect's focus which is the distance along the camera's look direction in world units.
|
|
|
+ * @param {Node<float> | number} focalLength - How far an object can be from the focal plane before it goes completely out-of-focus in world units.
|
|
|
+ * @param {Node<float> | number} bokehScale - A unitless value for artistic purposes to adjust the size of the bokeh.
|
|
|
* @returns {DepthOfFieldNode}
|
|
|
*/
|
|
|
-export const dof = ( node, viewZNode, focus = 1, aperture = 0.025, maxblur = 1 ) => nodeObject( new DepthOfFieldNode( convertToTexture( node ), nodeObject( viewZNode ), nodeObject( focus ), nodeObject( aperture ), nodeObject( maxblur ) ) );
|
|
|
+export const dof = ( node, viewZNode, focusDistance = 1, focalLength = 1, bokehScale = 1 ) => nodeObject( new DepthOfFieldNode( convertToTexture( node ), nodeObject( viewZNode ), nodeObject( focusDistance ), nodeObject( focalLength ), nodeObject( bokehScale ) ) );
|