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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 { Nullable } from "../types.js"; import type { Vector2 } from "../Maths/math.vector.js"; import type { Camera } from "../Cameras/camera.js"; import type { PostProcess, PostProcessOptions } from "./postProcess.js"; import { BlurPostProcess } from "./blurPostProcess.js"; import type { Scene } from "../scene.js"; import type { AbstractEngine } from "../Engines/abstractEngine.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 declare class DepthOfFieldBlurPostProcess extends BlurPostProcess { /** * Gets a string identifying the name of the class * @returns "DepthOfFieldBlurPostProcess" string */ getClassName(): string; /** * 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: string, _scene: Nullable<Scene>, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number, blockCompilation?: boolean, textureFormat?: number); }