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History: Dof shader in Mogre

Source of version: 5 (current)

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            The "depth of field" (DOF) is the distance between the nearest and farthest objects in a scene that appear acceptably sharp in an image" [http://en.wikipedia.org/wiki/Depth_of_field|(Wikipedia)]. It is a quite impressive technique. It bases on this [http://www.ogre3d.org/forums/viewtopic.php?t=18074|c++ implementation] and the slightly [http://www.ogre3d.org/forums/viewtopic.php?f=11&t=18074&sid=83092bc20e4daab5f1d054cd451334ea&start=100#p367396|modified version of Polygon9].

%info% For questions, bug reports, etc. use this [http://www.ogre3d.org/addonforums/viewtopic.php?f=8&t=15042|Mogre forum topic] or if it's shader related [http://www.ogre3d.org/forums/viewtopic.php?t=18074|Ogre forum topic].

{maketoc}

!Showcase and demo
The demo download link (external, c++ version, may not work with dx9)
http://dword.dk/blog/software/ogre/dof/

!Screenshots
{DIV()}{IMG(fileId="2115", thumb="y", rel="box[g]", width="800", align="left", stylebox="border", desc="click for image mode ..... and then ..... click again to switch to the next pictures")}{IMG}{DIV} 
{DIV()}{IMG(fileId="2118", thumb="y", rel="box[g]", width="390", align="left", stylebox="border", desc="click to enlarge")}{IMG}{DIV} 
{DIV()}{IMG(fileId="2117", thumb="y", rel="box[g]", width="390", align="left", stylebox="border", desc="click to enlarge")}{IMG}{DIV}
%clear%


!Implementation
First copy and paste the code below in two code files (you could create an empty code files in VS). There is a VB.Net and a C# version.
The "DepthOfFieldEffect.vb" or "DepthOfFieldEffect.cs" file:
{VERSIONS(nav="y",default="C#")}
{CODE(wrap="1", colors="c#")}
using Microsoft.VisualBasic;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Data;
using System.Diagnostics;
using Mogre;

public class DepthOfFieldEffect : RenderQueue.RenderableListener
{

	//   Inherits CompositorInstance.Listener, RenderTargetListener, RenderQueue.RenderableListener

	private RenderTargetListener RenderTargetListener;
	private CompositorInstance.Listener Listener;
	private RenderQueue.RenderableListener RenderableListenerBackup;
	private uint mWidth;
	private uint mHeight;
	private Viewport mViewPort;
	private Camera mCamera;
	private Viewport mDepthViewport;
	private RenderTexture mDepthTarget;
	private TexturePtr mDepthTexture;
	private MaterialPtr mDepthMaterial;
	private Technique mDepthTechnique;
	private CompositorInstance mCompositor;
	private float mNearDepth;
	private float mFocalDepth;
	private float mFarDepth;

	private float mFarBlurCutoff;


	private const int BLUR_DIVISOR = 4;
	public DepthOfFieldEffect(Viewport Viewport, Camera Camera)
	{
		mViewPort = Viewport;
		mCamera = Camera;
		mNearDepth = 10.0;
		mFocalDepth = 100.0;
		mFarDepth = 190.0;
		mFarBlurCutoff = 1.0;
		mWidth = Convert.ToUInt32(Viewport.ActualWidth());
		mHeight = Convert.ToUInt32(Viewport.ActualHeight());

		mCompositor = null;
		mDepthTechnique = null;
		mDepthTarget = null;
		mDepthViewport = null;
		mDepthTexture = null;
		mDepthMaterial = null;



		createDepthRenderTexture();
		addCompositor();
	}
	public void Destroy()
	{
		removeCompositor();
		destroyDepthRenderTexture();
	}

	//C++ TO VB CONVERTER WARNING: 'const' methods are not available in VB:
	//ORIGINAL LINE: Single getNearDepth() const
	public float getNearDepth()
	{
		return mNearDepth;
	}
	//C++ TO VB CONVERTER WARNING: 'const' methods are not available in VB:
	//ORIGINAL LINE: Single getFocalDepth() const
	public float getFocalDepth()
	{
		return mFocalDepth;
	}
	//C++ TO VB CONVERTER WARNING: 'const' methods are not available in VB:
	//ORIGINAL LINE: Single getFarDepth() const
	public float getFarDepth()
	{
		return mFarDepth;
	}
	public void setFocalDepths(float nearDepth, float focalDepth, float farDepth)
	{
		mNearDepth = nearDepth;
		mFocalDepth = focalDepth;
		mFarDepth = farDepth;
	}
	//C++ TO VB CONVERTER WARNING: 'const' methods are not available in VB:
	//ORIGINAL LINE: Single getFarBlurCutoff() const
	public float getFarBlurCutoff()
	{
		return mFarBlurCutoff;
	}
	public void setFarBlurCutoff(float cutoff)
	{
		mFarBlurCutoff = cutoff;
	}
	//C++ TO VB CONVERTER WARNING: 'const' methods are not available in VB:
	//ORIGINAL LINE: Boolean getEnabled() const
	public bool getEnabled()
	{
		return mCompositor.Enabled();
	}
	public void setEnabled(bool value)
	{
		mCompositor.Enabled = value;
	}

	// Implementation of Ogre::CompositorInstance::Listener

	private void notifyMaterialSetup(UInt32 passId, MaterialPtr material)
	{
		switch ((PassId)passId) {
			case DepthOfFieldEffect.PassId.BlurPass:
				//float pixelSize[2] = {
				//	1.0f / (mViewport->getActualWidth() / BLUR_DIVISOR),
				//	1.0f / (mViewport->getActualHeight() / BLUR_DIVISOR)};

				// Adjust fragment program parameters
				Vector3 ps = new Vector3(1f / (mWidth / BLUR_DIVISOR), 1f / (mHeight / BLUR_DIVISOR), 1f);
				float[] pixelSize = {
					ps.x,
					ps.y,
					ps.z
				};
				GpuProgramParametersSharedPtr fragParams = material.GetBestTechnique().GetPass(Convert.ToUInt16(0)).GetFragmentProgramParameters();
				if ((((fragParams != null))) && (!fragParams._findNamedConstantDefinition("pixelSize").IsNull)) {
					fragParams.SetNamedConstant("pixelSize", ps);
				}

				break; // TODO: might not be correct. Was : Exit Select


				break;
			case DepthOfFieldEffect.PassId.OutputPass:
				float[] pixelSizeScene = {
					1f / mWidth,
					1f / mHeight,
					0
				};
				Vector3 pixelSizeSceneV = new Vector3(pixelSizeScene[0], pixelSizeScene[1], pixelSizeScene[2]);

				float[] pixelSizeBlur = {
					1f / (mWidth / BLUR_DIVISOR),
					1f / (mHeight / BLUR_DIVISOR),
					0
				};
				Vector3 pixelSizeBlurV = new Vector3(pixelSizeBlur[0], pixelSizeBlur[1], pixelSizeBlur[2]);
				// Adjust fragment program parameters
				GpuProgramParametersSharedPtr fragParams = material.GetBestTechnique().GetPass(Convert.ToUInt16(0)).GetFragmentProgramParameters();
				if ((((fragParams != null))) && (!fragParams._findNamedConstantDefinition("pixelSizeScene").IsNull)) {
					fragParams.SetNamedConstant("pixelSizeScene", pixelSizeSceneV);
				}
				if ((((fragParams != null))) && (!fragParams._findNamedConstantDefinition("pixelSizeBlur").IsNull)) {
					fragParams.SetNamedConstant("pixelSizeBlur", pixelSizeBlurV);
				}

				break; // TODO: might not be correct. Was : Exit Select

				break;
		}
	}

	// Implementation of Ogre::RenderTargetListener

	private void preViewportUpdate(RenderTargetViewportEvent_NativePtr evt)
	{
		float[] dofParams = {
			mNearDepth,
			mFocalDepth,
			mFarDepth,
			mFarBlurCutoff
		};
		Vector4 dofParamsM = new Vector4(dofParams[0], dofParams[1], dofParams[2], dofParams[3]);
		// Adjust fragment program parameters for depth pass
		GpuProgramParametersSharedPtr fragParams = mDepthTechnique.GetPass(Convert.ToUInt16(0)).GetFragmentProgramParameters();

		if ((((fragParams != null))) && !(fragParams._findNamedConstantDefinition("dofParams").IsNull)) {
			fragParams.SetNamedConstant("dofParams", dofParamsM);
		}

		// Add 'this' as a RenderableListener to replace the technique for all renderables
		RenderQueue queue = evt.source.Camera().SceneManager().RenderQueue();

		queue.SetRenderableListener(this);
	}
	private void postViewportUpdate(RenderTargetViewportEvent_NativePtr evt)
	{
		// Reset the RenderableListener
		RenderQueue queue = evt.source.Camera.SceneManager().RenderQueue();
		queue.SetRenderableListener(null);
	}

	// Implementation of Ogre::RenderQueue::RenderableListener
	public override bool RenderableQueued(global::Mogre.IRenderable rend, byte groupID, ushort priority, ref global::Mogre.Technique ppTech, global::Mogre.RenderQueue pQueue)
	{
		// Replace the technique of all renderables
		ppTech = mDepthTechnique;
		return true;
	}

	private enum PassId : uint
	{
		BlurPass = 666,
		OutputPass = 667
	}


	private void createDepthRenderTexture()
	{
		// Create the depth render texture
		mDepthTexture = TextureManager.Singleton().CreateManual("DoF_Depth", ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME, TextureType.TEX_TYPE_2D, mWidth, mHeight, 0, PixelFormat.PF_L8, TextureUsage.TU_RENDERTARGET);

		// Get its render target and add a viewport to it
		mDepthTarget = mDepthTexture.GetBuffer().GetRenderTarget();
		mDepthViewport = mDepthTarget.AddViewport(mCamera);

		// Register 'this' as a render target listener

		mDepthTarget.PreViewportUpdate += preViewportUpdate;
		mDepthTarget.PostViewportUpdate += postViewportUpdate;

		// Get the technique to use when rendering the depth render texture
		mDepthMaterial = MaterialManager.Singleton().GetByName("DoF_Depth");
		mDepthMaterial.Load();
		// needs to be loaded manually
		mDepthTechnique = mDepthMaterial.GetBestTechnique();

		// Create a custom render queue invocation sequence for the depth render texture
		RenderQueueInvocationSequence invocationSequence = Root.Singleton().CreateRenderQueueInvocationSequence("DoF_Depth");

		// Add a render queue invocation to the sequence, and disable shadows for it
		RenderQueueInvocation invocation = invocationSequence.Add(Convert.ToByte(RenderQueueGroupID.RENDER_QUEUE_MAIN), "main");
		invocation.SuppressShadows = true;

		// Set the render queue invocation sequence for the depth render texture viewport
		mDepthViewport.RenderQueueInvocationSequenceName = "DoF_Depth";

		//re-set texture "DoF_Depth"
		MaterialPtr p = MaterialManager.Singleton().GetByName("DoF_DepthOfField");
		p.Load();
		p.GetBestTechnique().GetPass(Convert.ToUInt16(0)).GetTextureUnitState("depth").SetTextureName("DoF_Depth");
		p.Unload();
	}
	private void destroyDepthRenderTexture()
	{
		mDepthViewport.RenderQueueInvocationSequenceName = "";

		Root.Singleton().DestroyRenderQueueInvocationSequence("DoF_Depth");

		mDepthMaterial.Unload();

		mDepthTarget.RemoveAllListeners();
		mDepthTarget.RemoveAllViewports();
		//TextureManager::getSingleton().unload("DoF_Depth");
		TextureManager.Singleton().Remove("DoF_Depth");
	}
	//	void createCompositor();
	//	void destroyCompositor();
	private void addCompositor()
	{
		mCompositor = CompositorManager.Singleton().AddCompositor(mViewPort, "DoF_Compositor_test");

		mCompositor.NotifyMaterialSetup += this.notifyMaterialSetup;


		mCompositor.Enabled = true;
	}
	private void removeCompositor()
	{
		mCompositor.Enabled = false;
		mCompositor.NotifyMaterialSetup -= this.notifyMaterialSetup;

		CompositorManager.Singleton().RemoveCompositor(mViewPort, "DoF_Compositor_test");
	}
}

public class DOFManager
{

	private Camera mCamera;
	private RenderWindow mWindow;
	private SceneManager mSceneManager;
	private float cooldown = 0.25;
	public delegate float RequestFocalDistance();
	public RequestFocalDistance DelegateRequestFocalDistance { get; set; }

	/////////////////////////////////////////////////////////////////////////////////////
	public DOFManager(Viewport Viewport, Camera Camera, RenderWindow RenderWindow, SceneManager SceneManager)
	{
		mCamera = Camera;
		mWindow = RenderWindow;
		mSceneManager = SceneManager;
		mFocusMode = FocusMode.Auto;
		mAutoSpeed = 999;
		mAutoTime = cooldown;
		targetFocalDistance = 5;

		mDepthOfFieldEffect = new DepthOfFieldEffect(Viewport, Camera);
		mLens = new Lens(Camera.FOVy, 1);
		mLens.setFocalDistance(5);
		//mLens->setFStop(10);
		//	mDepthOfFieldEffect->setEnabled(false);


		Root.Singleton.FrameStarted += frameStarted;
		//	MaterialPtr material = MaterialManager::getSingleton().getByName("DoF_DepthDebug");
		//	material->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName("DoF_Depth");
		//	Overlay* overlay = OverlayManager::getSingleton().getByName("DoF_DepthDebugOverlay");
		//	overlay->show();
	}
	public void Dispose()
	{
		cleanup();
	}


	public void setEnabled(bool enabled)
	{
		mDepthOfFieldEffect.setEnabled(enabled);
		//
		//	// crashes for some reason
		//	if(enabled && !mDepthOfFieldEffect->getEnabled())
		//	{
		//		// turn on
		//		mDepthOfFieldEffect->setEnabled(true);
		//		mRoot->addFrameListener(this);
		//	} else if(!enabled && mDepthOfFieldEffect->getEnabled())
		//	{
		//		// turn off
		//		mDepthOfFieldEffect->setEnabled(false);
		//		mRoot->removeFrameListener(this);
		//	}
		//
	}
	public bool getEnabled()
	{
		return mDepthOfFieldEffect.getEnabled();
	}

	// controls
	public void setFocusMode(FocusMode mode)
	{
		mFocusMode = (FocusMode)mode;
	}
	public void setAutoSpeed(float f)
	{
		mAutoSpeed = f;
	}
	public void zoomView(float delta)
	{
		float fieldOfView = mLens.getFieldOfView().ValueRadians();
		fieldOfView += delta;
		fieldOfView = Convert.ToSingle(System.Math.Max(0.1, System.Math.Min(fieldOfView, 2.0)));
		mLens.setFieldOfView(new Radian(fieldOfView));
		mCamera.FOVy = (new Radian(fieldOfView));
	}
	public void Aperture(float delta)
	{
		if (mFocusMode == FocusMode.Pinhole) {
			return;
		}
		float fStop = mLens.getFStop();
		fStop += delta;
		fStop = Convert.ToSingle(System.Math.Max(0.5, System.Math.Min(fStop, 12.0)));
		mLens.setFStop(fStop);
	}
	public void moveFocus(float delta)
	{
		mLens.setFocalDistance(mLens.getFocalDistance() + delta);
	}
	public void setZoom(float f)
	{
		float fieldOfView = new Degree(f).ValueRadians();
		fieldOfView = Convert.ToSingle(System.Math.Max(0.1, System.Math.Min(fieldOfView, 2.0)));
		mLens.setFieldOfView(new Radian(fieldOfView));
		mCamera.FOVy = new Radian(fieldOfView);
	}
	public void setAperture(float f)
	{
		if (mFocusMode == FocusMode.Pinhole) {
			return;
		}
		float fStop = f;
		fStop = Convert.ToSingle(System.Math.Max(0.5, System.Math.Min(fStop, 12.0)));
		mLens.setFStop(fStop);
	}
	public void setFocus(float f)
	{
		mLens.setFocalDistance(f);
	}

	//C++ TO VB CONVERTER TODO TASK: The implementation of the following method could not be found:
	//	virtual Function frameStarted(ByVal evt As Ogre::FrameEvent) As Boolean

	protected void cleanup()
	{
		Root.Singleton.FrameStarted -= frameStarted;

		mLens.Dispose();
		mLens = null;

		mDepthOfFieldEffect.Destroy();
		mDepthOfFieldEffect = null;
	}
	protected DepthOfFieldEffect mDepthOfFieldEffect;
	protected Lens mLens;
	public enum FocusMode
	{
		Auto,
		Manual,
		Pinhole
	}
	protected FocusMode mFocusMode;
	protected float mAutoSpeed;
	protected float mAutoTime;
	protected float targetFocalDistance = new float();
	private class Result
	{
		public Vector3 Position { get; set; }
		public Entity Entity { get; set; }
		public float Distance { get; set; }
	}
	private Result RaycastFromCamera(RenderWindow window, Camera camera, Vector2 point, SceneManager SceneManager, UInt32 queryMask)
	{
		Result functionReturnValue = null;
		float tx = (point.x / Convert.ToSingle(window.Width));
		float ty = (point.y / Convert.ToSingle(window.Height));
		Ray ray = camera.GetCameraToViewportRay(tx, ty);

		RaySceneQuery raySceneQuery = SceneManager.CreateRayQuery(ray, queryMask);
		raySceneQuery.SetSortByDistance(true);
		raySceneQuery.Execute();
		object Results = raySceneQuery.GetLastResults;
		if (Results == null || Results.IsEmpty) {
			SceneManager.DestroyQuery(raySceneQuery);
			raySceneQuery.Dispose();
			return null;
		} else {
			for (int i = 0; i <= Results.Count - 1; i++) {
				object obj = Results.Item(i);
				if (obj.movable != null && obj.movable is Entity) {
					functionReturnValue = new Result {
						Distance = obj.distance,
						Entity = (Entity)obj.movable,
						Position = ray.GetPoint(obj.distance)
					};
					SceneManager.DestroyQuery(raySceneQuery);
					raySceneQuery.Dispose();
					return functionReturnValue;
				}
			}
			SceneManager.DestroyQuery(raySceneQuery);
			raySceneQuery.Dispose();
			return null;
		}
		return functionReturnValue;
	}
	public bool frameStarted(FrameEvent evt)
	{
		Camera camera = mCamera;
		// Focusing
		if (this.getEnabled() == false)
			return true;
		switch (mFocusMode) {
			case FocusMode.Auto:
				// TODO: Replace with accurate ray/triangle collision detection
				float currentFocalDistance = mLens.getFocalDistance();

				// TODO: Continous AF / triggered
				mAutoTime -= evt.timeSinceLastFrame;
				if (mAutoTime <= 0f) {
					mAutoTime = cooldown;

					targetFocalDistance = currentFocalDistance;

					//' Ryan Booker's (eyevee99) ray scene query auto focus
					//Dim focusRay As New Ray()
					//focusRay.Origin = (camera.DerivedPosition())
					//focusRay.Direction = (camera.DerivedDirection())
					//Dim v As New Vector3()
					//Dim vn As New Vector3()
					//Dim e As Entity
					//Dim d As Single

					if (DelegateRequestFocalDistance != null) {
						targetFocalDistance = DelegateRequestFocalDistance.Invoke();
					} else {
						object r = RaycastFromCamera(mWindow, mCamera, new Vector2(Convert.ToSingle(mWindow.Width / 2), Convert.ToSingle(mWindow.Height / 2)), mSceneManager, 1 << 2);

						if (r != null) {
							targetFocalDistance = r.Distance;
						}
					}


				}

				// Slowly adjust the focal distance (emulate auto focus motor)
				if (currentFocalDistance < targetFocalDistance) {
					mLens.setFocalDistance(System.Math.Min(currentFocalDistance + mAutoSpeed * evt.timeSinceLastFrame, targetFocalDistance));
				} else if (currentFocalDistance > targetFocalDistance) {
					mLens.setFocalDistance(System.Math.Max(currentFocalDistance - mAutoSpeed * evt.timeSinceLastFrame, targetFocalDistance));
				}

				break;


			case FocusMode.Manual:
				break;
			//we set the values elsewhere
		}

		// Update Depth of Field effect
		if (mFocusMode != FocusMode.Pinhole) {
			mDepthOfFieldEffect.setEnabled(true);

			// Calculate and set depth of field using lens
			float nearDepth = 0;
			float focalDepth = 0;
			float farDepth = 0;
			mLens.recalculateDepthOfField(nearDepth, focalDepth, farDepth);
			mDepthOfFieldEffect.setFocalDepths(nearDepth, focalDepth, farDepth);
		} else {
			mDepthOfFieldEffect.setEnabled(false);
		}

		return true;
	}
}
{CODE}
---(VB.NET)---
{CODE(wrap="1", colors="vbnet")}
Option Strict On
Imports Mogre

Public Class DepthOfFieldEffect
    Inherits RenderQueue.RenderableListener

    '   Inherits CompositorInstance.Listener, RenderTargetListener, RenderQueue.RenderableListener

    Private RenderTargetListener As RenderTargetListener
    Private Listener As CompositorInstance.Listener
    Private RenderableListenerBackup As RenderQueue.RenderableListener
    Private mWidth As UInteger
    Private mHeight As UInteger
    Private mViewPort As Viewport
    Private mCamera As Camera
    Private mDepthViewport As Viewport
    Private mDepthTarget As RenderTexture
    Private mDepthTexture As TexturePtr
    Private mDepthMaterial As MaterialPtr
    Private mDepthTechnique As Technique
    Private mCompositor As CompositorInstance
    Private mNearDepth As Single
    Private mFocalDepth As Single
    Private mFarDepth As Single
    Private mFarBlurCutoff As Single


    Private Const BLUR_DIVISOR As Integer = 4

    Public Sub New(ByVal Viewport As Viewport, ByVal Camera As Camera)
        mViewPort = Viewport
        mCamera = Camera
        mNearDepth = 10.0
        mFocalDepth = 100.0
        mFarDepth = 190.0
        mFarBlurCutoff = 1.0
        mWidth = CUInt(Viewport.ActualWidth())
        mHeight = CUInt(Viewport.ActualHeight())

        mCompositor = Nothing
        mDepthTechnique = Nothing
        mDepthTarget = Nothing
        mDepthViewport = Nothing
        mDepthTexture = Nothing
        mDepthMaterial = Nothing



        createDepthRenderTexture()
        addCompositor()
    End Sub
    Public Sub Destroy()
        removeCompositor()
        destroyDepthRenderTexture()
    End Sub

    'C++ TO VB CONVERTER WARNING: 'const' methods are not available in VB:
    'ORIGINAL LINE: Single getNearDepth() const
    Public Function getNearDepth() As Single
        Return mNearDepth
    End Function
    'C++ TO VB CONVERTER WARNING: 'const' methods are not available in VB:
    'ORIGINAL LINE: Single getFocalDepth() const
    Public Function getFocalDepth() As Single
        Return mFocalDepth
    End Function
    'C++ TO VB CONVERTER WARNING: 'const' methods are not available in VB:
    'ORIGINAL LINE: Single getFarDepth() const
    Public Function getFarDepth() As Single
        Return mFarDepth
    End Function
    Public Sub setFocalDepths(ByVal nearDepth As Single, ByVal focalDepth As Single, ByVal farDepth As Single)
        mNearDepth = nearDepth
        mFocalDepth = focalDepth
        mFarDepth = farDepth
    End Sub
    'C++ TO VB CONVERTER WARNING: 'const' methods are not available in VB:
    'ORIGINAL LINE: Single getFarBlurCutoff() const
    Public Function getFarBlurCutoff() As Single
        Return mFarBlurCutoff
    End Function
    Public Sub setFarBlurCutoff(ByVal cutoff As Single)
        mFarBlurCutoff = cutoff
    End Sub
    'C++ TO VB CONVERTER WARNING: 'const' methods are not available in VB:
    'ORIGINAL LINE: Boolean getEnabled() const
    Public Function getEnabled() As Boolean
        Return mCompositor.Enabled()
    End Function
    Public Sub setEnabled(ByVal value As Boolean)
        mCompositor.Enabled = value
    End Sub

    ' Implementation of Ogre::CompositorInstance::Listener
    Private Sub notifyMaterialSetup(ByVal passId As UInt32, ByVal material As MaterialPtr)

        Select Case DirectCast(passId, PassId)
            Case DepthOfFieldEffect.PassId.BlurPass
                'float pixelSize[2] = {
                '	1.0f / (mViewport->getActualWidth() / BLUR_DIVISOR),
                '	1.0f / (mViewport->getActualHeight() / BLUR_DIVISOR)};

                ' Adjust fragment program parameters
                Dim ps As New Vector3(1.0F / (mWidth \ BLUR_DIVISOR), 1.0F / (mHeight \ BLUR_DIVISOR), 1.0F)
                Dim pixelSize() As Single = {ps.x, ps.y, ps.z}
                Dim fragParams As GpuProgramParametersSharedPtr = material.GetBestTechnique().GetPass(Convert.ToUInt16(0)).GetFragmentProgramParameters()
                If ((Not fragParams Is Nothing)) AndAlso (Not fragParams._findNamedConstantDefinition("pixelSize").IsNull) Then
                    fragParams.SetNamedConstant("pixelSize", ps)
                End If

                Exit Select

            Case DepthOfFieldEffect.PassId.OutputPass
                Dim pixelSizeScene() As Single = {1.0F / mWidth, 1.0F / mHeight, 0}
                Dim pixelSizeSceneV As New Vector3(pixelSizeScene(0), pixelSizeScene(1), pixelSizeScene(2))

                Dim pixelSizeBlur() As Single = {1.0F / (mWidth \ BLUR_DIVISOR), 1.0F / (mHeight \ BLUR_DIVISOR), 0}
                Dim pixelSizeBlurV As New Vector3(pixelSizeBlur(0), pixelSizeBlur(1), pixelSizeBlur(2))
                ' Adjust fragment program parameters
                Dim fragParams As GpuProgramParametersSharedPtr = material.GetBestTechnique().GetPass(Convert.ToUInt16(0)).GetFragmentProgramParameters()
                If ((Not fragParams Is Nothing)) AndAlso (Not fragParams._findNamedConstantDefinition("pixelSizeScene").IsNull) Then
                    fragParams.SetNamedConstant("pixelSizeScene", pixelSizeSceneV)
                End If
                If ((Not fragParams Is Nothing)) AndAlso (Not fragParams._findNamedConstantDefinition("pixelSizeBlur").IsNull) Then
                    fragParams.SetNamedConstant("pixelSizeBlur", pixelSizeBlurV)
                End If

                Exit Select
        End Select
    End Sub

    ' Implementation of Ogre::RenderTargetListener
    Private Sub preViewportUpdate(ByVal evt As RenderTargetViewportEvent_NativePtr)

        Dim dofParams() As Single = {mNearDepth, mFocalDepth, mFarDepth, mFarBlurCutoff}
        Dim dofParamsM As New Vector4(dofParams(0), dofParams(1), dofParams(2), dofParams(3))
        ' Adjust fragment program parameters for depth pass
        Dim fragParams As GpuProgramParametersSharedPtr = mDepthTechnique.GetPass(Convert.ToUInt16(0)).GetFragmentProgramParameters()

        If ((Not fragParams Is Nothing)) AndAlso Not (fragParams._findNamedConstantDefinition("dofParams").IsNull) Then
            fragParams.SetNamedConstant("dofParams", dofParamsM)
        End If

        ' Add 'this' as a RenderableListener to replace the technique for all renderables
        Dim queue As RenderQueue = evt.source.Camera().SceneManager().RenderQueue()

        queue.SetRenderableListener(Me)
    End Sub
    Private Sub postViewportUpdate(ByVal evt As RenderTargetViewportEvent_NativePtr)
        ' Reset the RenderableListener
        Dim queue As RenderQueue = evt.source.Camera.SceneManager().RenderQueue()
        queue.SetRenderableListener(Nothing)
    End Sub

    ' Implementation of Ogre::RenderQueue::RenderableListener
    Public Overrides Function RenderableQueued(ByVal rend As Global.Mogre.IRenderable, ByVal groupID As Byte, ByVal priority As UShort, ByRef ppTech As Global.Mogre.Technique, ByVal pQueue As Global.Mogre.RenderQueue) As Boolean
        ' Replace the technique of all renderables
        ppTech = mDepthTechnique
        Return True
    End Function

    Private Enum PassId As UInteger
        BlurPass = 666
        OutputPass = 667
    End Enum


    Private Sub createDepthRenderTexture()
        ' Create the depth render texture
        mDepthTexture = TextureManager.Singleton().CreateManual("DoF_Depth", ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME, TextureType.TEX_TYPE_2D, mWidth, mHeight, 0, PixelFormat.PF_L8, TextureUsage.TU_RENDERTARGET)

        ' Get its render target and add a viewport to it
        mDepthTarget = mDepthTexture.GetBuffer().GetRenderTarget()
        mDepthViewport = mDepthTarget.AddViewport(mCamera)

        ' Register 'this' as a render target listener

        AddHandler mDepthTarget.PreViewportUpdate, AddressOf preViewportUpdate
        AddHandler mDepthTarget.PostViewportUpdate, AddressOf postViewportUpdate

        ' Get the technique to use when rendering the depth render texture
        mDepthMaterial = MaterialManager.Singleton().GetByName("DoF_Depth")
        mDepthMaterial.Load() ' needs to be loaded manually
        mDepthTechnique = mDepthMaterial.GetBestTechnique()

        ' Create a custom render queue invocation sequence for the depth render texture
        Dim invocationSequence As RenderQueueInvocationSequence = Root.Singleton().CreateRenderQueueInvocationSequence("DoF_Depth")

        ' Add a render queue invocation to the sequence, and disable shadows for it
        Dim invocation As RenderQueueInvocation = invocationSequence.Add(CByte(RenderQueueGroupID.RENDER_QUEUE_MAIN), "main")
        invocation.SuppressShadows = True

        ' Set the render queue invocation sequence for the depth render texture viewport
        mDepthViewport.RenderQueueInvocationSequenceName = "DoF_Depth"

        're-set texture "DoF_Depth"
        Dim p As MaterialPtr = MaterialManager.Singleton().GetByName("DoF_DepthOfField")
        p.Load()
        p.GetBestTechnique().GetPass(Convert.ToUInt16(0)).GetTextureUnitState("depth").SetTextureName("DoF_Depth")
        p.Unload()
    End Sub
    Private Sub destroyDepthRenderTexture()
        mDepthViewport.RenderQueueInvocationSequenceName = ""

        Root.Singleton().DestroyRenderQueueInvocationSequence("DoF_Depth")

        mDepthMaterial.Unload()

        mDepthTarget.RemoveAllListeners()
        mDepthTarget.RemoveAllViewports()
        'TextureManager::getSingleton().unload("DoF_Depth");
        TextureManager.Singleton().Remove("DoF_Depth")
    End Sub
    '	void createCompositor();
    '	void destroyCompositor();
    Private Sub addCompositor()
        mCompositor = CompositorManager.Singleton().AddCompositor(mViewPort, "DoF_Compositor_test")

        AddHandler mCompositor.NotifyMaterialSetup, AddressOf Me.notifyMaterialSetup


        mCompositor.Enabled = True
    End Sub
    Private Sub removeCompositor()
        mCompositor.Enabled = False
        RemoveHandler mCompositor.NotifyMaterialSetup, AddressOf Me.notifyMaterialSetup

        CompositorManager.Singleton().RemoveCompositor(mViewPort, "DoF_Compositor_test")
    End Sub
End Class

Public Class DOFManager

    Private mCamera As Camera
    Private mWindow As RenderWindow
    Private mSceneManager As SceneManager
    Private cooldown As Single = 0.25
    Public Delegate Function RequestFocalDistance() As Single
    Public Property DelegateRequestFocalDistance As RequestFocalDistance

    '///////////////////////////////////////////////////////////////////////////////////
    Public Sub New(ByVal Viewport As Viewport, ByVal Camera As Camera, ByVal RenderWindow As RenderWindow, ByVal SceneManager As SceneManager)
        mCamera = Camera
        mWindow = RenderWindow
        mSceneManager = SceneManager
        mFocusMode = FocusMode.Auto
        mAutoSpeed = 999
        mAutoTime = cooldown
        targetFocalDistance = 5

        mDepthOfFieldEffect = New DepthOfFieldEffect(Viewport, Camera)
        mLens = New Lens(Camera.FOVy, 1)
        mLens.setFocalDistance(5)
        'mLens->setFStop(10);
        '	mDepthOfFieldEffect->setEnabled(false);


        AddHandler Root.Singleton.FrameStarted, AddressOf frameStarted
        '	MaterialPtr material = MaterialManager::getSingleton().getByName("DoF_DepthDebug");
        '	material->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName("DoF_Depth");
        '	Overlay* overlay = OverlayManager::getSingleton().getByName("DoF_DepthDebugOverlay");
        '	overlay->show();
    End Sub
    Public Sub Dispose()
        cleanup()
    End Sub


    Public Sub setEnabled(ByVal enabled As Boolean)
        mDepthOfFieldEffect.setEnabled(enabled)
        '
        '	// crashes for some reason
        '	if(enabled && !mDepthOfFieldEffect->getEnabled())
        '	{
        '		// turn on
        '		mDepthOfFieldEffect->setEnabled(true);
        '		mRoot->addFrameListener(this);
        '	} else if(!enabled && mDepthOfFieldEffect->getEnabled())
        '	{
        '		// turn off
        '		mDepthOfFieldEffect->setEnabled(false);
        '		mRoot->removeFrameListener(this);
        '	}
        '
    End Sub
    Public Function getEnabled() As Boolean
        Return mDepthOfFieldEffect.getEnabled()
    End Function

    ' controls
    Public Sub setFocusMode(ByVal mode As FocusMode)
        mFocusMode = CType(mode, FocusMode)
    End Sub
    Public Sub setAutoSpeed(ByVal f As Single)
        mAutoSpeed = f
    End Sub
    Public Sub zoomView(ByVal delta As Single)
        Dim fieldOfView As Single = mLens.getFieldOfView().ValueRadians()
        fieldOfView += delta
        fieldOfView = CSng(System.Math.Max(0.1, System.Math.Min(fieldOfView, 2.0)))
        mLens.setFieldOfView(New Radian(fieldOfView))
        mCamera.FOVy = (New Radian(fieldOfView))
    End Sub
    Public Sub Aperture(ByVal delta As Single)
        If mFocusMode = FocusMode.Pinhole Then
            Return
        End If
        Dim fStop As Single = mLens.getFStop()
        fStop += delta
        fStop = CSng(System.Math.Max(0.5, System.Math.Min(fStop, 12.0)))
        mLens.setFStop(fStop)
    End Sub
    Public Sub moveFocus(ByVal delta As Single)
        mLens.setFocalDistance(mLens.getFocalDistance() + delta)
    End Sub
    Public Sub setZoom(ByVal f As Single)
        Dim fieldOfView As Single = New Degree(f).ValueRadians()
        fieldOfView = CSng(System.Math.Max(0.1, System.Math.Min(fieldOfView, 2.0)))
        mLens.setFieldOfView(New Radian(fieldOfView))
        mCamera.FOVy = New Radian(fieldOfView)
    End Sub
    Public Sub setAperture(ByVal f As Single)
        If mFocusMode = FocusMode.Pinhole Then
            Return
        End If
        Dim fStop As Single = f
        fStop = CSng(System.Math.Max(0.5, System.Math.Min(fStop, 12.0)))
        mLens.setFStop(fStop)
    End Sub
    Public Sub setFocus(ByVal f As Single)
        mLens.setFocalDistance(f)
    End Sub

    'C++ TO VB CONVERTER TODO TASK: The implementation of the following method could not be found:
    '	virtual Function frameStarted(ByVal evt As Ogre::FrameEvent) As Boolean

    Protected Sub cleanup()
        RemoveHandler Root.Singleton.FrameStarted, AddressOf frameStarted

        mLens.Dispose()
        mLens = Nothing

        mDepthOfFieldEffect.Destroy()
        mDepthOfFieldEffect = Nothing
    End Sub
    Protected mDepthOfFieldEffect As DepthOfFieldEffect
    Protected mLens As Lens
    Public Enum FocusMode
        [Auto]
        Manual
        Pinhole
    End Enum
    Protected mFocusMode As FocusMode
    Protected mAutoSpeed As Single
    Protected mAutoTime As Single
    Protected targetFocalDistance As New Single()
    Private Class Result
        Public Property Position As Vector3
        Public Property Entity As Entity
        Public Property Distance As Single
    End Class
    Private Function RaycastFromCamera(ByVal window As RenderWindow, ByVal camera As Camera, ByVal point As Vector2, ByVal SceneManager As SceneManager, ByVal queryMask As UInt32) As Result
        Dim tx As Single = (point.x / CSng(window.Width))
        Dim ty As Single = (point.y / CSng(window.Height))
        Dim ray As Ray = camera.GetCameraToViewportRay(tx, ty)

        Dim raySceneQuery As RaySceneQuery = SceneManager.CreateRayQuery(ray, queryMask)
        raySceneQuery.SetSortByDistance(True)
        raySceneQuery.Execute()
        Dim Results = raySceneQuery.GetLastResults
        If Results Is Nothing OrElse Results.IsEmpty Then
            SceneManager.DestroyQuery(raySceneQuery)
            raySceneQuery.Dispose()
            Return Nothing
        Else
            For i As Integer = 0 To Results.Count - 1
                Dim obj = Results.Item(i)
                If obj.movable IsNot Nothing AndAlso TypeOf obj.movable Is Entity Then
                    RaycastFromCamera = New Result With {.Distance = obj.distance, .Entity = DirectCast(obj.movable, Entity), .Position = ray.GetPoint(obj.distance)}
                    SceneManager.DestroyQuery(raySceneQuery)
                    raySceneQuery.Dispose()
                    Return RaycastFromCamera
                End If
            Next
            SceneManager.DestroyQuery(raySceneQuery)
            raySceneQuery.Dispose()
            Return Nothing
        End If
    End Function
    Public Function frameStarted(ByVal evt As FrameEvent) As Boolean
        Dim camera As Camera = mCamera
        ' Focusing
        If Me.getEnabled = False Then Return True
        Select Case mFocusMode
            Case FocusMode.Auto
                ' TODO: Replace with accurate ray/triangle collision detection
                Dim currentFocalDistance As Single = mLens.getFocalDistance()

                ' TODO: Continous AF / triggered
                mAutoTime -= evt.timeSinceLastFrame
                If mAutoTime <= 0.0F Then
                    mAutoTime = cooldown

                    targetFocalDistance = currentFocalDistance

                    '' Ryan Booker's (eyevee99) ray scene query auto focus
                    'Dim focusRay As New Ray()
                    'focusRay.Origin = (camera.DerivedPosition())
                    'focusRay.Direction = (camera.DerivedDirection())
                    'Dim v As New Vector3()
                    'Dim vn As New Vector3()
                    'Dim e As Entity
                    'Dim d As Single

                    If DelegateRequestFocalDistance IsNot Nothing Then
                        targetFocalDistance = DelegateRequestFocalDistance.Invoke
                    Else
                        Dim r = RaycastFromCamera(mWindow, mCamera, New Vector2(CSng(mWindow.Width / 2), CSng(mWindow.Height / 2)), mSceneManager, 1 << 2)
                        If r IsNot Nothing Then

                            targetFocalDistance = r.Distance
                        End If
                    End If


                End If

                ' Slowly adjust the focal distance (emulate auto focus motor)
                If currentFocalDistance < targetFocalDistance Then
                    mLens.setFocalDistance(System.Math.Min(currentFocalDistance + mAutoSpeed * evt.timeSinceLastFrame, targetFocalDistance))
                ElseIf currentFocalDistance > targetFocalDistance Then
                    mLens.setFocalDistance(System.Math.Max(currentFocalDistance - mAutoSpeed * evt.timeSinceLastFrame, targetFocalDistance))
                End If



            Case FocusMode.Manual
                'we set the values elsewhere
        End Select

        ' Update Depth of Field effect
        If mFocusMode <> FocusMode.Pinhole Then
            mDepthOfFieldEffect.setEnabled(True)

            ' Calculate and set depth of field using lens
            Dim nearDepth As Single
            Dim focalDepth As Single
            Dim farDepth As Single
            mLens.recalculateDepthOfField(nearDepth, focalDepth, farDepth)
            mDepthOfFieldEffect.setFocalDepths(nearDepth, focalDepth, farDepth)
        Else
            mDepthOfFieldEffect.setEnabled(False)
        End If

        Return True
    End Function
End Class
{CODE}
{VERSIONS}

The "Lens.vb" or "Lens.cs" file:
{VERSIONS(nav="y",default="C#")}
{CODE(wrap="1", colors="c#")}
using Microsoft.VisualBasic;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Data;
using System.Diagnostics;
using Mogre;


public class Lens
{
	// NOTE: All units must be the same, eg mm, cm or m etc
	// Primary attributes
		// Film stock/sensor size, arbitrarily selected to help mimic the properties of film, eg 35mm, 3.5cm, 0.035m etc
	protected float mFrameSize = new float();
		// The area within which the depth of field is clear, it's tied to frame size, eg 0.03mm, 0.003cm, 0.0003m etc
	protected float mCircleOfConfusion = new float();
		// The distance to the object we are focusing on
	protected float mFocalDistance = new float();
		// Focal length of the lens, this directly effects field of view, we can do anything from wide angle to telephoto as we don't have the limitations of physical lenses.  Focal length is the distance from the optical centre of the lens to the film stock/sensor etc
	protected float mFocalLength = new float();
		// FStop number, ie aperture, changing the aperture of a lens has an effect of depth of field, the narrower the aperture/higher the fstop number, the greater the depth of field/clearer the picture is.
	protected float mFStop = new float();

	// Secondary attributes
		// The hyperfocal length is the point at which far depth of field is infinite, ie if mFocalDistance is >= to this value everythig will be clear to infinity
	protected float mHyperfocalLength = new float();
		// Field of view of the lens, directly related to focal length
	protected Radian mFieldOfView = new Radian();

	public void Dispose()
	{
	}

	public float getFrameSize()
	{
		return mFrameSize;
	}
	public float getFocalDistance()
	{
		return mFocalDistance;
	}
	public float getFocalLength()
	{
		return mFocalLength;
	}
	public Radian getFieldOfView()
	{
		return mFieldOfView;
	}
	public float getFStop()
	{
		return mFStop;
	}
	public float getHyperfocalLength()
	{
		return mHyperfocalLength;
	}

	public void recalculateDepthOfField(ref float _nearDepth, ref float _focalDepth, ref float _farDepth)
	{
		// Set focalDepth to the current focalDistance
		_focalDepth = mFocalDistance;

		// Recalculate the Hyperfocal length
		recalculateHyperfocalLength();

		// Calculate the numerator of the optics equations
		float numerator = (mFocalDistance * (mHyperfocalLength - mFocalLength));

		float nearClear = Convert.ToSingle(numerator / (mHyperfocalLength + mFocalDistance - (2.0 * mFocalLength)));

		// Adjust the nearDepth relative to the aperture. This is an approximation.
		_nearDepth = System.Math.Min(nearClear - nearClear * mFStop, Convert.ToSingle(0));

		if (mFocalDistance < mHyperfocalLength) {
			// Calculate the far clear plane
			float farClear = numerator / (mHyperfocalLength - mFocalDistance);

			// Adjust the farDepth relative to the aperture. This is an approximation.
			_farDepth = farClear + farClear * mFStop;

		// Far depth of field should be infinite
		} else {
			_farDepth = Math.POS_INFINITY;
		}
	}



	public Lens(float _focalLength, float _fStop, float _frameSize = 3.5, float _circleOfConfusion = 0.003)
	{
		init(_focalLength, _fStop, _frameSize, _circleOfConfusion);
	}
	public Lens(Radian _fieldOfView, float _fStop, float _frameSize = 3.5, float _circleOfConfusion = 0.003)
	{
		init(_fieldOfView, _fStop, _frameSize, _circleOfConfusion);
	}
	public void init(float _focalLength, float _fStop, float _frameSize, float _circleOfConfusion)
	{
		mFocalLength = _focalLength;
		mFStop = _fStop;
		mFrameSize = _frameSize;
		mCircleOfConfusion = _circleOfConfusion;
		recalculateFieldOfView();
	}
	public void init(Radian _fieldOfView, float _fStop, float _frameSize, float _circleOfConfusion)
	{
		mFieldOfView = _fieldOfView;
		mFStop = _fStop;
		mFrameSize = _frameSize;
		mCircleOfConfusion = _circleOfConfusion;
		recalculateFocalLength();
	}
	public void setFrameSize(float _frameSize)
	{
		mFrameSize = _frameSize;
		recalculateFieldOfView();
	}
	public void setFocalDistance(float _focalDistance)
	{
		mFocalDistance = System.Math.Max(_focalDistance, 0f);
	}
	public void setFocalLength(float _focalLength)
	{
		mFocalLength = System.Math.Max(_focalLength, 0.3f);
		recalculateFieldOfView();
	}
	public void setFieldOfView(Radian _fieldOfView)
	{
		Radian n = new Radian(2.8);
		if (n < _fieldOfView) {
			mFieldOfView = n;
		} else {
			mFieldOfView = _fieldOfView;
		}
		recalculateFocalLength();
	}
	public void setFStop(float _fStop)
	{
		mFStop = System.Math.Max(_fStop, 0f);
	}

	private void recalculateHyperfocalLength()
	{
		mHyperfocalLength = (mFocalLength * mFocalLength) / (mFStop * mCircleOfConfusion) + mFocalLength;
	}
	private void recalculateFieldOfView()
	{
		mFieldOfView = 2.0 * Math.Atan(Convert.ToSingle(mFrameSize / (2.0 * mFocalLength)));
	}
	private void recalculateFocalLength()
	{
		mFocalLength = Convert.ToSingle((mFrameSize / System.Math.Tan(mFieldOfView.ValueRadians / 2.0)) / 2.0);
	}
}
{CODE}
---(VB.NET)---
{CODE(wrap="1", colors="vbnet")}
Option Strict On
Imports Mogre


Public Class Lens
  ' NOTE: All units must be the same, eg mm, cm or m etc
  ' Primary attributes
  Protected mFrameSize As New single() ' Film stock/sensor size, arbitrarily selected to help mimic the properties of film, eg 35mm, 3.5cm, 0.035m etc
  Protected mCircleOfConfusion As New single() ' The area within which the depth of field is clear, it's tied to frame size, eg 0.03mm, 0.003cm, 0.0003m etc
  Protected mFocalDistance As New single() ' The distance to the object we are focusing on
  Protected mFocalLength As New single() ' Focal length of the lens, this directly effects field of view, we can do anything from wide angle to telephoto as we don't have the limitations of physical lenses.  Focal length is the distance from the optical centre of the lens to the film stock/sensor etc
  Protected mFStop As New single() ' FStop number, ie aperture, changing the aperture of a lens has an effect of depth of field, the narrower the aperture/higher the fstop number, the greater the depth of field/clearer the picture is.

  ' Secondary attributes
  Protected mHyperfocalLength As New single() ' The hyperfocal length is the point at which far depth of field is infinite, ie if mFocalDistance is >= to this value everythig will be clear to infinity
  Protected mFieldOfView As New Radian() ' Field of view of the lens, directly related to focal length

  Public Sub Dispose()
  End Sub

  Public Function getFrameSize() As single
	  Return mFrameSize
  End Function
  Public Function getFocalDistance() As single
	  Return mFocalDistance
  End Function
  Public Function getFocalLength() As single
	  Return mFocalLength
  End Function
  Public Function getFieldOfView() As Radian
	  Return mFieldOfView
  End Function
  Public Function getFStop() As single
	  Return mFStop
  End Function
  Public Function getHyperfocalLength() As single
	  Return mHyperfocalLength
  End Function

    Public Sub recalculateDepthOfField(ByRef _nearDepth As Single, ByRef _focalDepth As Single, ByRef _farDepth As Single)
        ' Set focalDepth to the current focalDistance
        _focalDepth = mFocalDistance

        ' Recalculate the Hyperfocal length
        recalculateHyperfocalLength()

        ' Calculate the numerator of the optics equations
        Dim numerator As Single = (mFocalDistance * (mHyperfocalLength - mFocalLength))

        Dim nearClear As Single = CSng(numerator / (mHyperfocalLength + mFocalDistance - (2.0 * mFocalLength)))

        ' Adjust the nearDepth relative to the aperture. This is an approximation.
        _nearDepth = System.Math.Min(nearClear - nearClear * mFStop, CType(0, Single))

        If mFocalDistance < mHyperfocalLength Then
            ' Calculate the far clear plane
            Dim farClear As Single = numerator / (mHyperfocalLength - mFocalDistance)

            ' Adjust the farDepth relative to the aperture. This is an approximation.
            _farDepth = farClear + farClear * mFStop

            ' Far depth of field should be infinite
        Else
            _farDepth = Math.POS_INFINITY
        End If
    End Sub



    Public Sub New(ByVal _focalLength As Single, ByVal _fStop As Single, Optional ByVal _frameSize As Single = 3.5, Optional ByVal _circleOfConfusion As Single = 0.003)
        init(_focalLength, _fStop, _frameSize, _circleOfConfusion)
    End Sub
    Public Sub New(ByVal _fieldOfView As Radian, ByVal _fStop As Single, Optional ByVal _frameSize As Single = 3.5, Optional ByVal _circleOfConfusion As Single = 0.003)
        init(_fieldOfView, _fStop, _frameSize, _circleOfConfusion)
    End Sub
    Public Sub init(ByVal _focalLength As Single, ByVal _fStop As Single, ByVal _frameSize As Single, ByVal _circleOfConfusion As Single)
        mFocalLength = _focalLength
        mFStop = _fStop
        mFrameSize = _frameSize
        mCircleOfConfusion = _circleOfConfusion
        recalculateFieldOfView()
    End Sub
    Public Sub init(ByVal _fieldOfView As Radian, ByVal _fStop As Single, ByVal _frameSize As Single, ByVal _circleOfConfusion As Single)
        mFieldOfView = _fieldOfView
        mFStop = _fStop
        mFrameSize = _frameSize
        mCircleOfConfusion = _circleOfConfusion
        recalculateFocalLength()
    End Sub
    Public Sub setFrameSize(ByVal _frameSize As Single)
        mFrameSize = _frameSize
        recalculateFieldOfView()
    End Sub
    Public Sub setFocalDistance(ByVal _focalDistance As Single)
        mFocalDistance = System.Math.Max(_focalDistance, 0.0F)
    End Sub
    Public Sub setFocalLength(ByVal _focalLength As Single)
        mFocalLength = System.Math.Max(_focalLength, 0.3F)
        recalculateFieldOfView()
    End Sub
    Public Sub setFieldOfView(ByVal _fieldOfView As Radian)
        Dim n As New Radian(2.8)
        If n < _fieldOfView Then
            mFieldOfView = n
        Else
            mFieldOfView = _fieldOfView
        End If
        recalculateFocalLength()
    End Sub
    Public Sub setFStop(ByVal _fStop As Single)
        mFStop = System.Math.Max(_fStop, 0.0F)
    End Sub

  Private Sub recalculateHyperfocalLength()
	mHyperfocalLength = (mFocalLength * mFocalLength) / (mFStop * mCircleOfConfusion) + mFocalLength
  End Sub
  Private Sub recalculateFieldOfView()
        mFieldOfView = 2.0 * Math.ATan(CSng(mFrameSize / (2.0 * mFocalLength)))
  End Sub
  Private Sub recalculateFocalLength()
        mFocalLength = CSng((mFrameSize / System.Math.Tan(mFieldOfView.ValueRadians / 2.0)) / 2.0)
  End Sub
End Class
{CODE}
{VERSIONS}

There are three classes:
__DepthOfField__ - This is the class which controls the dof shader and the underlying compositor script.
__Lens__ - This is a class which makes it easier to control the DeathOfField class (makes it more natural)
__Dofmanager__ - This class combines both other classes to an automatic dof shader: create a new instance and set mode=automatic and everything runs out of the box

And now you have to download the material file and the other shader files.

{SPLIT()}
{DIV(class="Bloody_box1")}[http://www.ogre3d.org/tikiwiki/dl2116|__Download link__]{DIV}
---
{BOX(title="%tip% Subfolder",width="30%",class="Layout_box4")}Copy the material file in a new folder called "dof". It improves clarity and makes it easier to find.{BOX}
{BOX(title="%warning% Warning",bg="whiteyellow",width="30%",class="achtung")}Make sure that the material file is in the media folder or in one of it's subfolders and a reference is added to the "resources.cfg" file.{BOX}
{SPLIT}

!How to use - The simplest way
Create a dofmanager instance (and set the values you need)
{VERSIONS(nav="y",default="C#")}
{CODE(wrap="1", colors="c#")}
DOFManager dof = new DOFManager(MyViewport, MyCamera, MyRenderWindow, MySceneManager);
{CODE}
---(VB.NET)---
{CODE(wrap="1", colors="vbnet")}
Dim dof as DofManager = new DOFManager(MyViewport, MyCamera, MyRenderWindow, MySceneManager)
{CODE}
{VERSIONS}

!How to use - The other way
Create instances of Lens and DepthOfField.
{VERSIONS(nav="y",default="C#")}
{CODE(wrap="1", colors="c#")}
DepthOfFieldEffect mDepthOfFieldEffect = new DepthOfFieldEffect(Viewport, Camera);
Lens mLens = new Lens(Camera.FOVy, 1);
{CODE}
---(VB.NET)---
{CODE(wrap="1", colors="vbnet")}
Dim mDepthOfFieldEffect as DepthOfFieldEffect = new DepthOfFieldEffect(Viewport, Camera);
Dim mLens as Lens = new Lens(Camera.FOVy, 1);
{CODE}
{VERSIONS}

But now you have to adjust the values on your own. Look into the DofManager to get an overview.

Don't forget to call "Dispose" if you stop rendering.

!How does the DofManager works
The DofManager hooks into the renderloop (the FrameStarted event) and raycasts each frame from the screen center (You may need to change the query flags). The "DelegateRequestFocalDistance" is delegate which can be used to inect custom focal distances into the manager. If it's null/nothing it will be ignored.

You can stop/resume the manager with getenabled and setenabled.
{BOX(title="Combability issues",class="achtung")}The dofshader somehow prevents other compositors to work.
(Note from Tublii: One example: this happens with the [http://www.ogre3d.org/forums/viewtopic.php?f=11&t=61524|SSAA compositor]){BOX}

!Thanks to
[http://www.ogre3d.org/forums/memberlist.php?mode=viewprofile&u=2213&sid=83092bc20e4daab5f1d054cd451334ea|DWORD]
[http://www.ogre3d.org/forums/memberlist.php?mode=viewprofile&u=10883|polygon9]