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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.

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import { Texture } from "../Materials/Textures/texture.js"; import { BlurPostProcess } from "./blurPostProcess.js"; import { RegisterClass } from "../Misc/typeStore.js"; import { ThinDepthOfFieldBlurPostProcess } from "./thinDepthOfFieldBlurPostProcess.js"; /** * The DepthOfFieldBlurPostProcess applied a blur in a give direction. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels * based on samples that have a large difference in distance than the center pixel. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf */ export class DepthOfFieldBlurPostProcess extends BlurPostProcess { /** * Gets a string identifying the name of the class * @returns "DepthOfFieldBlurPostProcess" string */ getClassName() { return "DepthOfFieldBlurPostProcess"; } /** * Creates a new instance DepthOfFieldBlurPostProcess * @param name The name of the effect. * @param _scene The scene the effect belongs to (not used, you can pass null) * @param direction The direction the blur should be applied. * @param kernel The size of the kernel used to blur. * @param options The required width/height ratio to downsize to before computing the render pass. * @param camera The camera to apply the render pass to. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring across edges * @param imageToBlur The image to apply the blur to (default: Current rendered frame) * @param samplingMode The sampling mode to be used when computing the pass. (default: 0) * @param engine The engine which the post process will be applied. (default: current engine) * @param reusable If the post process can be reused on the same frame. (default: false) * @param textureType Type of textures used when performing the post process. (default: 0) * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false) * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA) */ constructor(name, _scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur = null, samplingMode = Texture.BILINEAR_SAMPLINGMODE, engine, reusable, textureType = 0, blockCompilation = false, textureFormat = 5) { const localOptions = { size: typeof options === "number" ? options : undefined, camera, // eslint-disable-next-line @typescript-eslint/no-unused-vars samplingMode: (samplingMode = 2), engine, reusable, textureType, defines: `#define DOF 1\n`, blockCompilation, textureFormat, ...options, }; super(name, direction, kernel, { effectWrapper: typeof options === "number" || !options.effectWrapper ? new ThinDepthOfFieldBlurPostProcess(name, engine, direction, kernel, localOptions) : undefined, ...localOptions, }); this.externalTextureSamplerBinding = !!imageToBlur; this.onApplyObservable.add((effect) => { if (imageToBlur != null) { effect.setTextureFromPostProcess("textureSampler", imageToBlur); } effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion); }); } } RegisterClass("BABYLON.DepthOfFieldBlurPostProcess", DepthOfFieldBlurPostProcess); //# sourceMappingURL=depthOfFieldBlurPostProcess.js.map