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@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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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; }