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History: Dof shader in Mogre
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Source of version: 5
(current)
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]
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