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fix(DepthOfField): cleanup memory leak #233

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Aug 23, 2023
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77 changes: 68 additions & 9 deletions src/effects/DepthOfField.tsx
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
import { DepthOfFieldEffect, MaskFunction } from 'postprocessing'
import { BlendFunction, DepthOfFieldEffect, MaskFunction, Resolution } from 'postprocessing'
import { Ref, forwardRef, useMemo, useLayoutEffect, useContext } from 'react'
import { ReactThreeFiber, useThree } from '@react-three/fiber'
import { type DepthPackingStrategies, type Texture, Vector3 } from 'three'
Expand All @@ -19,21 +19,80 @@ export const DepthOfField = forwardRef(function DepthOfField(
ref: Ref<DepthOfFieldEffect>
) {
const invalidate = useThree((state) => state.invalidate)
const { camera } = useContext(EffectComposerContext)
const { camera, scene } = useContext(EffectComposerContext)
const effect = useMemo(() => {
const effect = new DepthOfFieldEffect(camera, props)
// Temporary fix that restores DOF 6.21.3 behavior, everything since then lets shapes leak through the blur
const maskMaterial = (effect as any).maskPass.getFullscreenMaterial()
maskMaterial.maskFunction = MaskFunction.MULTIPLY_RGB_SET_ALPHA
return effect
}, [camera, props])
}, [])

useLayoutEffect(() => {
return () => {
const depthEffect = effect as any
depthEffect.blurPass.renderTargetA.dispose()
depthEffect.blurPass.renderTargetB.dispose()
depthEffect.maskPass.dispose()
depthEffect.cocPass.dispose()
depthEffect.renderTarget.dispose()
depthEffect.renderTargetCoC.dispose()
depthEffect.renderTargetCoCBlurred.dispose()
depthEffect.renderTargetMasked.dispose()
depthEffect.renderTargetNear.dispose()
depthEffect.renderTargetFar.dispose()
}
}, [])

useLayoutEffect(() => {
effect.mainScene = scene
effect.mainCamera = camera
invalidate()
}, [camera, scene])

useLayoutEffect(() => {
effect.bokehScale = props.bokehScale ?? 1.0
effect.resolution.width = props.resolutionX ?? props.width ?? Resolution.AUTO_SIZE
effect.resolution.height = props.resolutionY ?? props.height ?? Resolution.AUTO_SIZE
effect.resolution.scale = props.resolutionScale ?? 1.0
effect.blendMode.blendFunction = props.blendFunction ?? BlendFunction.NORMAL
invalidate()
}, [
props.blur,
props.width,
props.height,
props.blendFunction,
props.bokehScale,
props.resolutionScale,
props.resolutionX,
props.resolutionY,
])

useLayoutEffect(() => {
effect.circleOfConfusionMaterial.focusDistance = props.focusDistance ?? 0.0
effect.circleOfConfusionMaterial.focalLength = props.focalLength ?? 0.1
effect.circleOfConfusionMaterial.focusRange = props.focusRange ?? 0.1
invalidate()
}, [props.focusDistance, props.focusRange, props.focalLength])

useLayoutEffect(() => {
effect.circleOfConfusionMaterial.worldFocusDistance = props.worldFocusDistance ?? 0.0
effect.circleOfConfusionMaterial.worldFocusRange = props.worldFocusRange ?? 0.1
invalidate()
}, [props.worldFocusDistance, props.worldFocusRange])
useLayoutEffect(() => {
if (target && typeof target !== 'number') {
const vec: Vector3 =
target instanceof Vector3
? new Vector3().set(target.x, target.y, target.z)
: new Vector3().set(target[0], target[1], target[2])
effect.target = vec
if (target) {
const depthTarget = new Vector3()
if (typeof target === 'number') depthTarget.set(target, target, target)
//@ts-ignore
else if (target.isVector3) depthTarget.copy(target)
//@ts-ignore
else depthTarget.set(target[0], target[1], target[2])

effect.target = depthTarget
} else {
//@ts-ignore
effect.target = null
}
if (depthTexture) effect.setDepthTexture(depthTexture.texture, depthTexture.packing as DepthPackingStrategies)
invalidate()
Expand Down