module BABYLON { /** * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion */ export class CircleOfConfusionPostProcess extends PostProcess { /** * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop. */ lensSize = 50 /** * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4) */ fStop = 1.4; /** * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000) */ focusDistance = 2000; /** * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50) */ focalLength = 50; /** * Creates a new instance of @see CircleOfConfusionPostProcess * @param name The name of the effect. * @param depthTexture The depth texture of the scene to compute the circle of confusion. * @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 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) */ constructor(name: string, depthTexture: RenderTargetTexture, options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Engine.TEXTURETYPE_UNSIGNED_INT) { super(name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType); this.onApplyObservable.add((effect: Effect) => { effect.setTexture("depthSampler", depthTexture); // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html var aperture = this.lensSize/this.fStop; var cocPrecalculation = ((aperture * this.focalLength)/((this.focusDistance - this.focalLength)));// * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader] effect.setFloat('focusDistance', this.focusDistance); effect.setFloat('cocPrecalculation', cocPrecalculation); effect.setFloat2('cameraMinMaxZ', depthTexture.activeCamera!.minZ, depthTexture.activeCamera!.maxZ); }) } } }