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- import type { Nullable } from "../types";
- import type { Vector2 } from "../Maths/math.vector";
- import type { Camera } from "../Cameras/camera";
- import type { PostProcess, PostProcessOptions } from "./postProcess";
- import { BlurPostProcess } from "./blurPostProcess";
- import type { Scene } from "../scene";
- 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 {
- /**
- * The direction the blur should be applied
- */
- direction: Vector2;
- /**
- * 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.
- * @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: 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);
- }
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