@babylonjs/core
Version:
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.
53 lines (52 loc) • 2.36 kB
TypeScript
import type { NodeRenderGraphConnectionPoint, Scene, NodeRenderGraphBuildState, FrameGraph } from "../../../../index.js";
import { FrameGraphCircleOfConfusionTask } from "../../../Tasks/PostProcesses/circleOfConfusionTask.js";
import { NodeRenderGraphBasePostProcessBlock } from "./basePostProcessBlock.js";
/**
* Block that implements the circle of confusion post process
*/
export declare class NodeRenderGraphCircleOfConfusionPostProcessBlock extends NodeRenderGraphBasePostProcessBlock {
protected _frameGraphTask: FrameGraphCircleOfConfusionTask;
/**
* Gets the frame graph task associated with this block
*/
get task(): FrameGraphCircleOfConfusionTask;
/**
* Create a new NodeRenderGraphCircleOfConfusionPostProcessBlock
* @param name defines the block name
* @param frameGraph defines the hosting frame graph
* @param scene defines the hosting scene
*/
constructor(name: string, frameGraph: FrameGraph, scene: Scene);
/** Sampling mode used to sample from the depth texture */
get depthSamplingMode(): number;
set depthSamplingMode(value: number);
/** Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. The diameter of the resulting aperture can be computed by lensSize/fStop. */
get lensSize(): number;
set lensSize(value: number);
/** F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop */
get fStop(): number;
set fStop(value: number);
/** Distance away from the camera to focus on in scene units/1000 (eg. millimeter) */
get focusDistance(): number;
set focusDistance(value: number);
/** Focal length of the effect's camera in scene units/1000 (eg. millimeter) */
get focalLength(): number;
set focalLength(value: number);
/**
* Gets the current class name
* @returns the class name
*/
getClassName(): string;
/**
* Gets the geometry view depth input component
*/
get geomViewDepth(): NodeRenderGraphConnectionPoint;
/**
* Gets the camera input component
*/
get camera(): NodeRenderGraphConnectionPoint;
protected _buildBlock(state: NodeRenderGraphBuildState): void;
protected _dumpPropertiesCode(): string;
serialize(): any;
_deserialize(serializationObject: any): void;
}