Filters : fixed depth buffer rendering for additionnal passes
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8176 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
This commit is contained in:
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@ -1,435 +1,437 @@
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/*
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* Copyright (c) 2009-2010 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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||||
* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package com.jme3.post;
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import com.jme3.asset.AssetManager;
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import com.jme3.export.InputCapsule;
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import com.jme3.export.JmeExporter;
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import com.jme3.export.JmeImporter;
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import com.jme3.export.OutputCapsule;
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import com.jme3.export.Savable;
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import com.jme3.material.Material;
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import com.jme3.renderer.Caps;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.Renderer;
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import com.jme3.renderer.ViewPort;
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import com.jme3.texture.FrameBuffer;
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import com.jme3.texture.Image.Format;
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import com.jme3.texture.Texture2D;
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import java.io.IOException;
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import java.util.Collection;
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import java.util.Iterator;
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import java.util.List;
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/**
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* Filters are 2D effects applied to the rendered scene.<br>
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* The filter is fed with the rendered scene image rendered in an offscreen frame buffer.<br>
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* This texture is applied on a fullscreen quad, with a special material.<br>
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* This material uses a shader that aplly the desired effect to the scene texture.<br>
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* <br>
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* This class is abstract, any Filter must extend it.<br>
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* Any filter holds a frameBuffer and a texture<br>
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* The getMaterial must return a Material that use a GLSL shader immplementing the desired effect<br>
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*
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* @author Rémy Bouquet aka Nehon
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*/
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public abstract class Filter implements Savable {
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private String name;
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protected Pass defaultPass;
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protected List<Pass> postRenderPasses;
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protected Material material;
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protected boolean enabled = true;
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protected FilterPostProcessor processor;
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public Filter(String name) {
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this.name = name;
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}
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/**
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* Inner class Pass
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* Pass are like filters in filters.
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* Some filters will need multiple passes before the final render
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*/
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public class Pass {
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protected FrameBuffer renderFrameBuffer;
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protected Texture2D renderedTexture;
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protected Texture2D depthTexture;
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protected Material passMaterial;
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/**
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* init the pass called internally
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* @param renderer
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* @param width
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* @param height
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* @param textureFormat
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* @param depthBufferFormat
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* @param numSamples
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*/
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public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat, int numSamples, boolean renderDepth) {
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Collection<Caps> caps = renderer.getCaps();
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if (numSamples > 1 && caps.contains(Caps.FrameBufferMultisample) && caps.contains(Caps.OpenGL31)) {
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renderFrameBuffer = new FrameBuffer(width, height, numSamples);
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renderedTexture = new Texture2D(width, height, numSamples, textureFormat);
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if(renderDepth){
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depthTexture = new Texture2D(width, height, numSamples, depthBufferFormat);
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renderFrameBuffer.setDepthTexture(depthTexture);
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}
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} else {
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renderFrameBuffer = new FrameBuffer(width, height, 1);
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renderedTexture = new Texture2D(width, height, textureFormat);
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if(renderDepth){
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depthTexture = new Texture2D(width, height, depthBufferFormat);
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renderFrameBuffer.setDepthTexture(depthTexture);
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}
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}
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renderFrameBuffer.setColorTexture(renderedTexture);
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renderFrameBuffer.setDepthBuffer(depthBufferFormat);
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}
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/**
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* init the pass called internally
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* @param renderer
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* @param width
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* @param height
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* @param textureFormat
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* @param depthBufferFormat
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*/
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public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat) {
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init(renderer, width, height, textureFormat, depthBufferFormat, 1);
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}
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public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat, int numSamples) {
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init(renderer, width, height, textureFormat, depthBufferFormat, numSamples, false);
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}
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/**
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* init the pass called internally
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* @param renderer
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* @param width
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* @param height
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* @param textureFormat
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* @param depthBufferFormat
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* @param numSample
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* @param material
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*/
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public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat, int numSample, Material material) {
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init(renderer, width, height, textureFormat, depthBufferFormat, numSample);
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passMaterial = material;
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}
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public boolean requiresSceneAsTexture() {
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return false;
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}
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public boolean requiresDepthAsTexture() {
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return false;
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}
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public void beforeRender() {
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}
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public FrameBuffer getRenderFrameBuffer() {
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return renderFrameBuffer;
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}
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public void setRenderFrameBuffer(FrameBuffer renderFrameBuffer) {
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this.renderFrameBuffer = renderFrameBuffer;
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}
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public Texture2D getDepthTexture() {
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return depthTexture;
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}
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public Texture2D getRenderedTexture() {
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return renderedTexture;
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}
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public void setRenderedTexture(Texture2D renderedTexture) {
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this.renderedTexture = renderedTexture;
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}
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public Material getPassMaterial() {
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return passMaterial;
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}
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public void setPassMaterial(Material passMaterial) {
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this.passMaterial = passMaterial;
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}
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public void cleanup(Renderer r) {
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}
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}
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/**
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* returns the default pass texture format
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* @return
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*/
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protected Format getDefaultPassTextureFormat() {
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return Format.RGBA8;
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}
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/**
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* returns the default pass depth format
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* @return
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*/
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protected Format getDefaultPassDepthFormat() {
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return Format.Depth;
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}
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/**
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* contruct a Filter
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*/
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protected Filter() {
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this("filter");
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}
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/**
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*
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* initialize this filter
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* use InitFilter for overriding filter initialization
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* @param manager the assetManager
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* @param renderManager the renderManager
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* @param vp the viewport
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* @param w the width
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* @param h the height
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*/
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protected final void init(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
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// cleanup(renderManager.getRenderer());
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defaultPass = new Pass();
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defaultPass.init(renderManager.getRenderer(), w, h, getDefaultPassTextureFormat(), getDefaultPassDepthFormat());
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initFilter(manager, renderManager, vp, w, h);
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}
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/**
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* cleanup this filter
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* @param r
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*/
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protected final void cleanup(Renderer r) {
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processor = null;
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if (defaultPass != null) {
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defaultPass.cleanup(r);
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}
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if (postRenderPasses != null) {
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for (Iterator<Pass> it = postRenderPasses.iterator(); it.hasNext();) {
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Pass pass = it.next();
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pass.cleanup(r);
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}
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}
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cleanUpFilter(r);
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}
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/**
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* Initialization of sub classes filters
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* This method is called once when the filter is added to the FilterPostProcessor
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* It should contain Material initializations and extra passes initialization
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* @param manager the assetManager
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* @param renderManager the renderManager
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* @param vp the viewPort where this filter is rendered
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* @param w the width of the filter
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* @param h the height of the filter
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*/
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protected abstract void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h);
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/**
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* override this method if you have some cleanup to do
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* @param r the renderer
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*/
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protected void cleanUpFilter(Renderer r) {
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}
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;
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/**
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* Must return the material used for this filter.
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* this method is called every frame.
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*
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* @return the material used for this filter.
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*/
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protected abstract Material getMaterial();
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/**
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* Override this method if you want to make a pre pass, before the actual rendering of the frame
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* @param renderManager
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* @param viewPort
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*/
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protected void postQueue(RenderManager renderManager, ViewPort viewPort) {
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}
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/**
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* Override this method if you want to modify parameters according to tpf before the rendering of the frame.
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* This is usefull for animated filters
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* Also it can be the place to render pre passes
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* @param tpf the time used to render the previous frame
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*/
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protected void preFrame(float tpf) {
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}
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/**
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* Override this method if you want to make a pass just after the frame has been rendered and just before the filter rendering
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* @param renderManager
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* @param viewPort
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* @param prevFilterBuffer
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* @param sceneBuffer
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*/
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protected void postFrame(RenderManager renderManager, ViewPort viewPort, FrameBuffer prevFilterBuffer, FrameBuffer sceneBuffer) {
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}
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/**
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* Override this method if you want to save extra properties when the filter is saved else only basic properties of the filter will be saved
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* This method should always begin by super.write(ex);
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* @param ex
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* @throws IOException
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*/
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public void write(JmeExporter ex) throws IOException {
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OutputCapsule oc = ex.getCapsule(this);
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oc.write(name, "name", "");
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oc.write(enabled, "enabled", true);
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}
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/**
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* Override this method if you want to load extra properties when the filter
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* is loaded else only basic properties of the filter will be loaded
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* This method should always begin by super.read(im);
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*/
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public void read(JmeImporter im) throws IOException {
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InputCapsule ic = im.getCapsule(this);
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name = ic.readString("name", "");
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enabled = ic.readBoolean("enabled", true);
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}
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/**
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* returns the name of the filter
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* @return
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*/
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public String getName() {
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return name;
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}
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/**
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* Sets the name of the filter
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* @param name
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*/
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public void setName(String name) {
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this.name = name;
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}
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/**
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* returns the default pass frame buffer
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* @return
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*/
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protected FrameBuffer getRenderFrameBuffer() {
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return defaultPass.renderFrameBuffer;
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}
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/**
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* sets the default pas frame buffer
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* @param renderFrameBuffer
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*/
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protected void setRenderFrameBuffer(FrameBuffer renderFrameBuffer) {
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this.defaultPass.renderFrameBuffer = renderFrameBuffer;
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}
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/**
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* returns the rendered texture of this filter
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* @return
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*/
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protected Texture2D getRenderedTexture() {
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return defaultPass.renderedTexture;
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}
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/**
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* sets the rendered texture of this filter
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* @param renderedTexture
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*/
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protected void setRenderedTexture(Texture2D renderedTexture) {
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this.defaultPass.renderedTexture = renderedTexture;
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}
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/**
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* Override this method and return true if your Filter needs the depth texture
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*
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* @return true if your Filter need the depth texture
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*/
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protected boolean isRequiresDepthTexture() {
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return false;
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}
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/**
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* Override this method and return false if your Filter does not need the scene texture
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*
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* @return false if your Filter does not need the scene texture
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*/
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protected boolean isRequiresSceneTexture() {
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return true;
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}
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/**
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* returns the list of the postRender passes
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* @return
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*/
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protected List<Pass> getPostRenderPasses() {
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return postRenderPasses;
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}
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/**
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* Enable or disable this filter
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* @param enabled true to enable
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*/
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public void setEnabled(boolean enabled) {
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if (processor != null) {
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processor.setFilterState(this, enabled);
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} else {
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this.enabled = enabled;
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}
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}
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/**
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* returns ttrue if the filter is enabled
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* @return enabled
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*/
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public boolean isEnabled() {
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return enabled;
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}
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/**
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* sets a reference to the FilterPostProcessor ti which this filter is attached
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* @param proc
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*/
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protected void setProcessor(FilterPostProcessor proc) {
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processor = proc;
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}
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}
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/*
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* Copyright (c) 2009-2010 jMonkeyEngine
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* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are
|
||||
* met:
|
||||
*
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
*
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
*
|
||||
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
|
||||
* may be used to endorse or promote products derived from this software
|
||||
* without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
||||
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
package com.jme3.post;
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import com.jme3.asset.AssetManager;
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||||
import com.jme3.export.InputCapsule;
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||||
import com.jme3.export.JmeExporter;
|
||||
import com.jme3.export.JmeImporter;
|
||||
import com.jme3.export.OutputCapsule;
|
||||
import com.jme3.export.Savable;
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import com.jme3.material.Material;
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import com.jme3.renderer.Caps;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.Renderer;
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import com.jme3.renderer.ViewPort;
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import com.jme3.texture.FrameBuffer;
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import com.jme3.texture.Image.Format;
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import com.jme3.texture.Texture2D;
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import java.io.IOException;
|
||||
import java.util.Collection;
|
||||
import java.util.Iterator;
|
||||
import java.util.List;
|
||||
|
||||
/**
|
||||
* Filters are 2D effects applied to the rendered scene.<br>
|
||||
* The filter is fed with the rendered scene image rendered in an offscreen frame buffer.<br>
|
||||
* This texture is applied on a fullscreen quad, with a special material.<br>
|
||||
* This material uses a shader that aplly the desired effect to the scene texture.<br>
|
||||
* <br>
|
||||
* This class is abstract, any Filter must extend it.<br>
|
||||
* Any filter holds a frameBuffer and a texture<br>
|
||||
* The getMaterial must return a Material that use a GLSL shader immplementing the desired effect<br>
|
||||
*
|
||||
* @author Rémy Bouquet aka Nehon
|
||||
*/
|
||||
public abstract class Filter implements Savable {
|
||||
|
||||
|
||||
private String name;
|
||||
protected Pass defaultPass;
|
||||
protected List<Pass> postRenderPasses;
|
||||
protected Material material;
|
||||
protected boolean enabled = true;
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||||
protected FilterPostProcessor processor;
|
||||
|
||||
public Filter(String name) {
|
||||
this.name = name;
|
||||
}
|
||||
|
||||
/**
|
||||
* Inner class Pass
|
||||
* Pass are like filters in filters.
|
||||
* Some filters will need multiple passes before the final render
|
||||
*/
|
||||
public class Pass {
|
||||
|
||||
protected FrameBuffer renderFrameBuffer;
|
||||
protected Texture2D renderedTexture;
|
||||
protected Texture2D depthTexture;
|
||||
protected Material passMaterial;
|
||||
|
||||
/**
|
||||
* init the pass called internally
|
||||
* @param renderer
|
||||
* @param width
|
||||
* @param height
|
||||
* @param textureFormat
|
||||
* @param depthBufferFormat
|
||||
* @param numSamples
|
||||
*/
|
||||
public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat, int numSamples, boolean renderDepth) {
|
||||
Collection<Caps> caps = renderer.getCaps();
|
||||
if (numSamples > 1 && caps.contains(Caps.FrameBufferMultisample) && caps.contains(Caps.OpenGL31)) {
|
||||
renderFrameBuffer = new FrameBuffer(width, height, numSamples);
|
||||
renderedTexture = new Texture2D(width, height, numSamples, textureFormat);
|
||||
renderFrameBuffer.setDepthBuffer(depthBufferFormat);
|
||||
if (renderDepth) {
|
||||
depthTexture = new Texture2D(width, height, numSamples, depthBufferFormat);
|
||||
renderFrameBuffer.setDepthTexture(depthTexture);
|
||||
}
|
||||
} else {
|
||||
renderFrameBuffer = new FrameBuffer(width, height, 1);
|
||||
renderedTexture = new Texture2D(width, height, textureFormat);
|
||||
renderFrameBuffer.setDepthBuffer(depthBufferFormat);
|
||||
if (renderDepth) {
|
||||
depthTexture = new Texture2D(width, height, depthBufferFormat);
|
||||
renderFrameBuffer.setDepthTexture(depthTexture);
|
||||
}
|
||||
}
|
||||
|
||||
renderFrameBuffer.setColorTexture(renderedTexture);
|
||||
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* init the pass called internally
|
||||
* @param renderer
|
||||
* @param width
|
||||
* @param height
|
||||
* @param textureFormat
|
||||
* @param depthBufferFormat
|
||||
*/
|
||||
public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat) {
|
||||
init(renderer, width, height, textureFormat, depthBufferFormat, 1);
|
||||
}
|
||||
|
||||
public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat, int numSamples) {
|
||||
init(renderer, width, height, textureFormat, depthBufferFormat, numSamples, false);
|
||||
}
|
||||
|
||||
/**
|
||||
* init the pass called internally
|
||||
* @param renderer
|
||||
* @param width
|
||||
* @param height
|
||||
* @param textureFormat
|
||||
* @param depthBufferFormat
|
||||
* @param numSample
|
||||
* @param material
|
||||
*/
|
||||
public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat, int numSample, Material material) {
|
||||
init(renderer, width, height, textureFormat, depthBufferFormat, numSample);
|
||||
passMaterial = material;
|
||||
}
|
||||
|
||||
public boolean requiresSceneAsTexture() {
|
||||
return false;
|
||||
}
|
||||
|
||||
public boolean requiresDepthAsTexture() {
|
||||
return false;
|
||||
}
|
||||
|
||||
public void beforeRender() {
|
||||
}
|
||||
|
||||
public FrameBuffer getRenderFrameBuffer() {
|
||||
return renderFrameBuffer;
|
||||
}
|
||||
|
||||
public void setRenderFrameBuffer(FrameBuffer renderFrameBuffer) {
|
||||
this.renderFrameBuffer = renderFrameBuffer;
|
||||
}
|
||||
|
||||
public Texture2D getDepthTexture() {
|
||||
return depthTexture;
|
||||
}
|
||||
|
||||
public Texture2D getRenderedTexture() {
|
||||
return renderedTexture;
|
||||
}
|
||||
|
||||
public void setRenderedTexture(Texture2D renderedTexture) {
|
||||
this.renderedTexture = renderedTexture;
|
||||
}
|
||||
|
||||
public Material getPassMaterial() {
|
||||
return passMaterial;
|
||||
}
|
||||
|
||||
public void setPassMaterial(Material passMaterial) {
|
||||
this.passMaterial = passMaterial;
|
||||
}
|
||||
|
||||
public void cleanup(Renderer r) {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* returns the default pass texture format
|
||||
* @return
|
||||
*/
|
||||
protected Format getDefaultPassTextureFormat() {
|
||||
return Format.RGBA8;
|
||||
}
|
||||
|
||||
/**
|
||||
* returns the default pass depth format
|
||||
* @return
|
||||
*/
|
||||
protected Format getDefaultPassDepthFormat() {
|
||||
return Format.Depth;
|
||||
}
|
||||
|
||||
/**
|
||||
* contruct a Filter
|
||||
*/
|
||||
protected Filter() {
|
||||
this("filter");
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* initialize this filter
|
||||
* use InitFilter for overriding filter initialization
|
||||
* @param manager the assetManager
|
||||
* @param renderManager the renderManager
|
||||
* @param vp the viewport
|
||||
* @param w the width
|
||||
* @param h the height
|
||||
*/
|
||||
protected final void init(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
|
||||
// cleanup(renderManager.getRenderer());
|
||||
defaultPass = new Pass();
|
||||
defaultPass.init(renderManager.getRenderer(), w, h, getDefaultPassTextureFormat(), getDefaultPassDepthFormat());
|
||||
initFilter(manager, renderManager, vp, w, h);
|
||||
}
|
||||
|
||||
/**
|
||||
* cleanup this filter
|
||||
* @param r
|
||||
*/
|
||||
protected final void cleanup(Renderer r) {
|
||||
processor = null;
|
||||
if (defaultPass != null) {
|
||||
defaultPass.cleanup(r);
|
||||
}
|
||||
if (postRenderPasses != null) {
|
||||
for (Iterator<Pass> it = postRenderPasses.iterator(); it.hasNext();) {
|
||||
Pass pass = it.next();
|
||||
pass.cleanup(r);
|
||||
}
|
||||
}
|
||||
cleanUpFilter(r);
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialization of sub classes filters
|
||||
* This method is called once when the filter is added to the FilterPostProcessor
|
||||
* It should contain Material initializations and extra passes initialization
|
||||
* @param manager the assetManager
|
||||
* @param renderManager the renderManager
|
||||
* @param vp the viewPort where this filter is rendered
|
||||
* @param w the width of the filter
|
||||
* @param h the height of the filter
|
||||
*/
|
||||
protected abstract void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h);
|
||||
|
||||
/**
|
||||
* override this method if you have some cleanup to do
|
||||
* @param r the renderer
|
||||
*/
|
||||
protected void cleanUpFilter(Renderer r) {
|
||||
}
|
||||
|
||||
;
|
||||
|
||||
/**
|
||||
* Must return the material used for this filter.
|
||||
* this method is called every frame.
|
||||
*
|
||||
* @return the material used for this filter.
|
||||
*/
|
||||
protected abstract Material getMaterial();
|
||||
|
||||
/**
|
||||
* Override this method if you want to make a pre pass, before the actual rendering of the frame
|
||||
* @param renderManager
|
||||
* @param viewPort
|
||||
*/
|
||||
protected void postQueue(RenderManager renderManager, ViewPort viewPort) {
|
||||
}
|
||||
|
||||
/**
|
||||
* Override this method if you want to modify parameters according to tpf before the rendering of the frame.
|
||||
* This is usefull for animated filters
|
||||
* Also it can be the place to render pre passes
|
||||
* @param tpf the time used to render the previous frame
|
||||
*/
|
||||
protected void preFrame(float tpf) {
|
||||
}
|
||||
|
||||
/**
|
||||
* Override this method if you want to make a pass just after the frame has been rendered and just before the filter rendering
|
||||
* @param renderManager
|
||||
* @param viewPort
|
||||
* @param prevFilterBuffer
|
||||
* @param sceneBuffer
|
||||
*/
|
||||
protected void postFrame(RenderManager renderManager, ViewPort viewPort, FrameBuffer prevFilterBuffer, FrameBuffer sceneBuffer) {
|
||||
}
|
||||
|
||||
/**
|
||||
* Override this method if you want to save extra properties when the filter is saved else only basic properties of the filter will be saved
|
||||
* This method should always begin by super.write(ex);
|
||||
* @param ex
|
||||
* @throws IOException
|
||||
*/
|
||||
public void write(JmeExporter ex) throws IOException {
|
||||
OutputCapsule oc = ex.getCapsule(this);
|
||||
oc.write(name, "name", "");
|
||||
oc.write(enabled, "enabled", true);
|
||||
}
|
||||
|
||||
/**
|
||||
* Override this method if you want to load extra properties when the filter
|
||||
* is loaded else only basic properties of the filter will be loaded
|
||||
* This method should always begin by super.read(im);
|
||||
*/
|
||||
public void read(JmeImporter im) throws IOException {
|
||||
InputCapsule ic = im.getCapsule(this);
|
||||
name = ic.readString("name", "");
|
||||
enabled = ic.readBoolean("enabled", true);
|
||||
}
|
||||
|
||||
/**
|
||||
* returns the name of the filter
|
||||
* @return
|
||||
*/
|
||||
public String getName() {
|
||||
return name;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the name of the filter
|
||||
* @param name
|
||||
*/
|
||||
public void setName(String name) {
|
||||
this.name = name;
|
||||
}
|
||||
|
||||
/**
|
||||
* returns the default pass frame buffer
|
||||
* @return
|
||||
*/
|
||||
protected FrameBuffer getRenderFrameBuffer() {
|
||||
return defaultPass.renderFrameBuffer;
|
||||
}
|
||||
|
||||
/**
|
||||
* sets the default pas frame buffer
|
||||
* @param renderFrameBuffer
|
||||
*/
|
||||
protected void setRenderFrameBuffer(FrameBuffer renderFrameBuffer) {
|
||||
this.defaultPass.renderFrameBuffer = renderFrameBuffer;
|
||||
}
|
||||
|
||||
/**
|
||||
* returns the rendered texture of this filter
|
||||
* @return
|
||||
*/
|
||||
protected Texture2D getRenderedTexture() {
|
||||
return defaultPass.renderedTexture;
|
||||
}
|
||||
|
||||
/**
|
||||
* sets the rendered texture of this filter
|
||||
* @param renderedTexture
|
||||
*/
|
||||
protected void setRenderedTexture(Texture2D renderedTexture) {
|
||||
this.defaultPass.renderedTexture = renderedTexture;
|
||||
}
|
||||
|
||||
/**
|
||||
* Override this method and return true if your Filter needs the depth texture
|
||||
*
|
||||
* @return true if your Filter need the depth texture
|
||||
*/
|
||||
protected boolean isRequiresDepthTexture() {
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Override this method and return false if your Filter does not need the scene texture
|
||||
*
|
||||
* @return false if your Filter does not need the scene texture
|
||||
*/
|
||||
protected boolean isRequiresSceneTexture() {
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* returns the list of the postRender passes
|
||||
* @return
|
||||
*/
|
||||
protected List<Pass> getPostRenderPasses() {
|
||||
return postRenderPasses;
|
||||
}
|
||||
|
||||
/**
|
||||
* Enable or disable this filter
|
||||
* @param enabled true to enable
|
||||
*/
|
||||
public void setEnabled(boolean enabled) {
|
||||
if (processor != null) {
|
||||
processor.setFilterState(this, enabled);
|
||||
} else {
|
||||
this.enabled = enabled;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* returns ttrue if the filter is enabled
|
||||
* @return enabled
|
||||
*/
|
||||
public boolean isEnabled() {
|
||||
return enabled;
|
||||
}
|
||||
|
||||
/**
|
||||
* sets a reference to the FilterPostProcessor ti which this filter is attached
|
||||
* @param proc
|
||||
*/
|
||||
protected void setProcessor(FilterPostProcessor proc) {
|
||||
processor = proc;
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user