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- module BABYLON {
- /**
- * 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 class DepthOfFieldBlurPostProcess extends BlurPostProcess {
- /**
- * Creates a new instance of @see CircleOfConfusionPostProcess
- * @param name The name of the effect.
- * @param scene The scene the effect belongs to.
- * @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 depthMap The depth map to be used to avoid blurring accross 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)
- */
- constructor(name: string, scene: Scene, public direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, depthMap:RenderTargetTexture, imageToBlur:Nullable<PostProcess> = null, samplingMode: number = Texture.BILINEAR_SAMPLINGMODE, engine?: Engine, reusable?: boolean, textureType: number = Engine.TEXTURETYPE_UNSIGNED_INT) {
- super(name, direction, kernel, options, camera, samplingMode = Texture.BILINEAR_SAMPLINGMODE, engine, reusable, textureType = Engine.TEXTURETYPE_UNSIGNED_INT);
- this._staticDefines += `#define DOF 1\r\n`;
-
- this.onApplyObservable.add((effect: Effect) => {
- // TODO: setTextureFromPostProcess seems to be setting the input texture instead of output of the post process passed in
- if(imageToBlur != null){
- effect.setTextureFromPostProcess("textureSampler", imageToBlur);
- }
- effect.setTexture("depthSampler", depthMap);
- if(scene.activeCamera){
- effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
- }
- });
- }
- }
- }
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