@babylonjs/core
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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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TypeScript
import type { NodeRenderGraphConnectionPoint, Scene, NodeRenderGraphBuildState, FrameGraph } from "../../../../index.js";
import { FrameGraphDepthOfFieldTask } from "../../../Tasks/PostProcesses/depthOfFieldTask.js";
import { ThinDepthOfFieldEffectBlurLevel } from "../../../../PostProcesses/thinDepthOfFieldEffect.js";
import { NodeRenderGraphBasePostProcessBlock } from "./basePostProcessBlock.js";
/**
* Block that implements the depth of field post process
*/
export declare class NodeRenderGraphDepthOfFieldPostProcessBlock extends NodeRenderGraphBasePostProcessBlock {
protected _frameGraphTask: FrameGraphDepthOfFieldTask;
/**
* Gets the frame graph task associated with this block
*/
get task(): FrameGraphDepthOfFieldTask;
/**
* Create a new NodeRenderGraphDepthOfFieldPostProcessBlock
* @param name defines the block name
* @param frameGraph defines the hosting frame graph
* @param scene defines the hosting scene
* @param blurLevel The quality of the depth of field effect (default: ThinDepthOfFieldEffectBlurLevel.Low)
* @param hdr If high dynamic range textures should be used (default: false)
*/
constructor(name: string, frameGraph: FrameGraph, scene: Scene, blurLevel?: ThinDepthOfFieldEffectBlurLevel, hdr?: boolean);
private _createTask;
/** The quality of the blur effect */
get blurLevel(): ThinDepthOfFieldEffectBlurLevel;
set blurLevel(value: ThinDepthOfFieldEffectBlurLevel);
/** If high dynamic range textures should be used */
get hdr(): boolean;
set hdr(value: boolean);
/** Sampling mode used to sample from the depth texture */
get depthSamplingMode(): number;
set depthSamplingMode(value: number);
/** The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter). */
get focalLength(): number;
set focalLength(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);
/** 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);
/**
* 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;
}