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fix(DepthOfField): cleanup memory leak #233

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Aug 23, 2023
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81 changes: 64 additions & 17 deletions src/effects/DepthOfField.tsx
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
import { DepthOfFieldEffect, MaskFunction } from 'postprocessing'
import { Ref, forwardRef, useMemo, useLayoutEffect, useContext } from 'react'
import { ReactThreeFiber, useThree } from '@react-three/fiber'
import { Ref, forwardRef, useMemo, useEffect, useContext } from 'react'
import { ReactThreeFiber } from '@react-three/fiber'
import { type DepthPackingStrategies, type Texture, Vector3 } from 'three'
import { EffectComposerContext } from '../EffectComposer'

Expand All @@ -9,34 +9,81 @@ type DOFProps = ConstructorParameters<typeof DepthOfFieldEffect>[1] &
target: ReactThreeFiber.Vector3
depthTexture: {
texture: Texture
// TODO: narrow to DepthPackingStrategies
packing: number
}
// TODO: not used
blur: number
}>

export const DepthOfField = forwardRef(function DepthOfField(
{ target, depthTexture, ...props }: DOFProps,
{
blendFunction,
worldFocusDistance,
worldFocusRange,
focusDistance,
focusRange,
focalLength,
bokehScale,
resolutionScale,
resolutionX,
resolutionY,
width,
height,
target,
depthTexture,
...props
}: DOFProps,
ref: Ref<DepthOfFieldEffect>
) {
const invalidate = useThree((state) => state.invalidate)
const { camera } = useContext(EffectComposerContext)
const autoFocus = target != null
const effect = useMemo(() => {
const effect = new DepthOfFieldEffect(camera, props)
const effect = new DepthOfFieldEffect(camera, {
blendFunction,
worldFocusDistance,
worldFocusRange,
focusDistance,
focusRange,
focalLength,
bokehScale,
resolutionScale,
resolutionX,
resolutionY,
width,
height,
})
// Creating a target enables autofocus, R3F will set via props
if (autoFocus) effect.target = new Vector3()
// Depth texture for depth picking with optional packing strategy
if (depthTexture) effect.setDepthTexture(depthTexture.texture, depthTexture.packing as DepthPackingStrategies)
// 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(() => {
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
}, [
camera,
blendFunction,
worldFocusDistance,
worldFocusRange,
focusDistance,
focusRange,
focalLength,
bokehScale,
resolutionScale,
resolutionX,
resolutionY,
width,
height,
autoFocus,
depthTexture,
])

useEffect(() => {
return () => {
effect.dispose()
}
if (depthTexture) effect.setDepthTexture(depthTexture.texture, depthTexture.packing as DepthPackingStrategies)
invalidate()
}, [target, depthTexture, effect])
return <primitive ref={ref} object={effect} dispose={null} />
}, [effect])

return <primitive {...props} ref={ref} object={effect} target={target} />
})