@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.
70 lines (69 loc) • 2.48 kB
TypeScript
import type { FrameGraph, FrameGraphTextureHandle, Camera } from "../../../index.js";
import { FrameGraphTask } from "../../frameGraphTask.js";
import { ThinDepthOfFieldEffectBlurLevel } from "../../../PostProcesses/thinDepthOfFieldEffect.js";
import { ThinDepthOfFieldEffect } from "../../../PostProcesses/thinDepthOfFieldEffect.js";
/**
* Task which applies a depth of field effect.
*/
export declare class FrameGraphDepthOfFieldTask extends FrameGraphTask {
/**
* The source texture to apply the depth of field effect on.
*/
sourceTexture: FrameGraphTextureHandle;
/**
* The sampling mode to use for the source texture.
*/
sourceSamplingMode: number;
/**
* The depth texture to use for the depth of field effect.
* Should store camera space depth (Z coordinate).
*/
depthTexture: FrameGraphTextureHandle;
/**
* The sampling mode to use for the depth texture.
*/
depthSamplingMode: number;
/**
* The camera used to render the scene.
*/
camera: Camera;
/**
* The target texture to render the depth of field effect to.
*/
targetTexture?: FrameGraphTextureHandle;
/**
* The output texture of the depth of field effect.
*/
readonly outputTexture: FrameGraphTextureHandle;
/**
* The depth of field effect.
*/
readonly depthOfField: ThinDepthOfFieldEffect;
/**
* Whether the depth of field effect is applied on HDR textures.
* When true, the depth of field effect will use a higher precision texture format (half float or float). Else, it will use unsigned byte.
*/
readonly hdr: boolean;
/**
* The name of the task.
*/
get name(): string;
set name(name: string);
private readonly _engine;
private readonly _circleOfConfusion;
private readonly _blurX;
private readonly _blurY;
private readonly _merge;
private readonly _defaultPipelineTextureType;
/**
* Constructs a depth of field task.
* @param name The name of the task.
* @param frameGraph The frame graph this task belongs to.
* @param blurLevel The blur level of the depth of field effect (default: ThinDepthOfFieldEffectBlurLevel.Low).
* @param hdr Whether the depth of field effect is HDR.
*/
constructor(name: string, frameGraph: FrameGraph, blurLevel?: ThinDepthOfFieldEffectBlurLevel, hdr?: boolean);
isReady(): boolean;
record(): void;
dispose(): void;
}