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DepthOfField

The engine implements a depth of field effect that defines the nearest and farthest thresholds from the camera, within which objects are in focus. Once beyond the nearest threshold, objects become increasingly blurred with distance until the farthest threshold is reached and the maximum blur amount is applied.

ts
//Initialize the engine.
await Engine3D.init();

//Set the near and far thresholds, and pixel offset of the depth of field effect.
Engine3D.setting.render.postProcessing.depthOfView.near = 150;
Engine3D.setting.render.postProcessing.depthOfView.far = 300;
Engine3D.setting.render.postProcessing.depthOfView.pixelOffset = 1;

// Add DepthOfFieldPost
let postProcessing = this.scene.addComponent(PostProcessingComponent);
postProcessing.addPost(DepthOfFieldPost); //Depth of field effect.

//Start rendering
let view = new View3D();
view.scene = this.scene;
view.camera = this.camera;
Engine3D.startRenderView(view);

Engine3D.setting.render.postProcessing.depthOfView configuration parameters:

ParameterTypeDescription
nearnumberObjects closer to the camera than this distance are not blurred.
farnumberObjects farther from the camera than this distance are blurred at maximum amount. Objects within the range[near,far]are blurred with a linear interpolation factor between 0 and 1.
pixelOffsetnumberPixel offset of the blur effect.

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<
ts
import { DepthOfFieldPost, DirectLight, Engine3D, PostProcessingComponent, View3D, LitMaterial, HoverCameraController, KelvinUtil, MeshRenderer, Object3D, PlaneGeometry, Scene3D, SphereGeometry, SSR_IS_Kernel, CameraUtil, webGPUContext, AtmosphericComponent } from '@orillusion/core';
import * as dat from 'dat.gui';

class Sample_DepthOfView {
    lightObj: Object3D;
    scene: Scene3D;
    constructor() {}

    async run() {
        Engine3D.setting.shadow.enable = true;
        Engine3D.setting.shadow.shadowBound = 100;
        await Engine3D.init({
            canvasConfig: {
                devicePixelRatio: 1
            }
        });

        this.scene = new Scene3D();
        this.scene.addComponent(AtmosphericComponent).sunY = 0.6;

        let camera = CameraUtil.createCamera3DObject(this.scene);
        camera.perspective(60, webGPUContext.aspect, 1, 5000.0);
        let ctrl = camera.object3D.addComponent(HoverCameraController);
        ctrl.setCamera(100, -15, 150);

        await this.initScene(this.scene);

        let view = new View3D();
        view.scene = this.scene;
        view.camera = camera;
        Engine3D.startRenderView(view);

        let postProcessing = this.scene.addComponent(PostProcessingComponent);
        let DOFPost = postProcessing.addPost(DepthOfFieldPost);
        DOFPost.near = 0;
        DOFPost.far = 150;
        DOFPost.pixelOffset = 2;

        let GUIHelp = new dat.GUI();
        GUIHelp.addFolder('Depth of Field');
        GUIHelp.add(DOFPost, 'near', 0, 100, 1);
        GUIHelp.add(DOFPost, 'far', 150, 300, 1);
    }

    async initScene(scene: Scene3D) {
        /******** light *******/
        {
            this.lightObj = new Object3D();
            this.lightObj.rotationX = 15;
            this.lightObj.rotationY = 110;
            this.lightObj.rotationZ = 0;
            let lc = this.lightObj.addComponent(DirectLight);
            lc.lightColor = KelvinUtil.color_temperature_to_rgb(5355);
            lc.castShadow = true;
            lc.intensity = 10;
            scene.addChild(this.lightObj);
        }

        // load a test gltf model
        let minimalObj = await Engine3D.res.loadGltf('https://cdn.orillusion.com/PBR/ToyCar/ToyCar.gltf');
        minimalObj.scaleX = minimalObj.scaleY = minimalObj.scaleZ = 800;
        scene.addChild(minimalObj);

        this.createPlane(scene);
        return true;
    }

    private createPlane(scene: Scene3D) {
        let mat = new LitMaterial();
        {
            let debugGeo = new PlaneGeometry(2000, 2000);
            let obj: Object3D = new Object3D();
            let mr = obj.addComponent(MeshRenderer);
            mr.material = mat;
            mr.geometry = debugGeo;
            scene.addChild(obj);
        }

        {
            let sphereGeometry = new SphereGeometry(10, 50, 50);
            let obj: Object3D = new Object3D();
            let mr = obj.addComponent(MeshRenderer);
            mr.material = mat;
            mr.geometry = sphereGeometry;
            obj.x = 30;
            obj.y = 10;
            scene.addChild(obj);
        }

        {
            let seeds = SSR_IS_Kernel.createSeeds();
            let sphereGeometry = new SphereGeometry(2, 50, 50);
            for (let i = 0; i < seeds.length; i++) {
                let pt = seeds[i];
                let obj: Object3D = new Object3D();
                let mr = obj.addComponent(MeshRenderer);
                mr.material = mat;
                mr.geometry = sphereGeometry;

                obj.y = pt.z;
                obj.x = pt.x;
                obj.z = pt.y;
                scene.addChild(obj);
            }
        }
    }
}

new Sample_DepthOfView().run();