| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748 |
- import { Nullable } from "../types";
- import { Vector2 } from "../Maths/math.vector";
- import { Camera } from "../Cameras/camera";
- import { Effect } from "../Materials/effect";
- import { Texture } from "../Materials/Textures/texture";
- import { PostProcess, PostProcessOptions } from "./postProcess";
- import { BlurPostProcess } from "./blurPostProcess";
- import { Engine } from "../Engines/engine";
- import { Scene } from "../scene";
- import { Constants } from "../Engines/constants";
- /**
- * 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 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 circleOfConfusion The circle of confusion + 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)
- * @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, scene: Scene, public direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur: Nullable<PostProcess> = null, samplingMode: number = Texture.BILINEAR_SAMPLINGMODE, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, blockCompilation = false) {
- super(name, direction, kernel, options, camera, samplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE, engine, reusable, textureType = Constants.TEXTURETYPE_UNSIGNED_INT, `#define DOF 1\r\n`, blockCompilation);
- this.onApplyObservable.add((effect: Effect) => {
- if (imageToBlur != null) {
- effect.setTextureFromPostProcess("textureSampler", imageToBlur);
- }
- effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
- if (scene.activeCamera) {
- effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
- }
- });
- }
- }
|