import { Nullable } from "types"; import { Camera } from "Cameras"; import { Effect } from "Materials"; import { PostProcess, PostProcessOptions } from "PostProcess"; import { Engine } from "Engine"; /** * Options to be set when merging outputs from the default pipeline. */ export class DepthOfFieldMergePostProcessOptions { /** * The original image to merge on top of */ public originalFromInput: PostProcess; /** * Parameters to perform the merge of the depth of field effect */ public depthOfField?: { circleOfConfusion: PostProcess; blurSteps: Array; }; /** * Parameters to perform the merge of bloom effect */ public bloom?: { blurred: PostProcess; weight: number; }; } /** * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion. */ export class DepthOfFieldMergePostProcess extends PostProcess { /** * Creates a new instance of DepthOfFieldMergePostProcess * @param name The name of the effect. * @param originalFromInput Post process which's input will be used for the merge. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel. * @param blurSteps Blur post processes from low to high which will be mixed with the original image. * @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) * @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) */ constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, private blurSteps: Array, options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Engine.TEXTURETYPE_UNSIGNED_INT, blockCompilation = false) { super(name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true); this.onApplyObservable.add((effect: Effect) => { effect.setTextureFromPostProcess("textureSampler", originalFromInput); effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion); blurSteps.forEach((step, index) => { effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step); }); }); if (!blockCompilation) { this.updateEffect(); } } /** * Updates the effect with the current post process compile time values and recompiles the shader. * @param defines Define statements that should be added at the beginning of the shader. (default: null) * @param uniforms Set of uniform variables that will be passed to the shader. (default: null) * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null) * @param indexParameters The index parameters to be used for babylons include syntax "#include[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx * @param onCompiled Called when the shader has been compiled. * @param onError Called if there is an error when compiling a shader. */ public updateEffect(defines: Nullable = null, uniforms: Nullable = null, samplers: Nullable = null, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void) { if (!defines) { defines = ""; defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n"; } super.updateEffect(defines, uniforms, samplers, indexParameters, onCompiled, onError); } }