Added PosterizationFilter contribution by Roy Straver a.k.a. Baal Garnaal
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7001 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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18
engine/src/core-data/Common/MatDefs/Post/Posterization.frag
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engine/src/core-data/Common/MatDefs/Post/Posterization.frag
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uniform sampler2D m_Texture;
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varying vec2 texCoord;
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uniform int m_NumColors;
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uniform float m_Gamma;
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uniform float m_Strength;
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void main() {
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vec4 texVal = texture2D(m_Texture, texCoord);
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texVal = pow(texVal, vec4(m_Gamma));
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texVal = texVal * m_NumColors;
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texVal = floor(texVal);
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texVal = texVal / m_NumColors;
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texVal = pow(texVal, vec4(1.0/m_Gamma));
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gl_FragColor = mix(texture2D(m_Texture, texCoord), texVal, m_Strength);
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}
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32
engine/src/core-data/Common/MatDefs/Post/Posterization.j3md
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engine/src/core-data/Common/MatDefs/Post/Posterization.j3md
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MaterialDef Posterization {
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MaterialParameters {
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Int NumSamples
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Texture2D Texture;
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Int NumColors;
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Float Gamma;
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Float Strength;
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}
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Technique {
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VertexShader GLSL150: Common/MatDefs/Post/Post15.vert
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FragmentShader GLSL150: Common/MatDefs/Post/Posterization15.frag
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WorldParameters {
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WorldViewProjectionMatrix
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}
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}
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Technique {
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VertexShader GLSL100: Common/MatDefs/Post/Post.vert
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FragmentShader GLSL100: Common/MatDefs/Post/Posterization.frag
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WorldParameters {
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WorldViewProjectionMatrix
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}
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}
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Technique FixedFunc {
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}
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}
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#import "Common/ShaderLib/MultiSample.glsllib"
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uniform COLORTEXTURE m_Texture;
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in vec2 texCoord;
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uniform int m_NumColors;
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uniform float m_Gamma;
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uniform float m_Strength;
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void main() {
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vec4 texVal = getColor(m_Texture, texCoord);
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texVal = pow(texVal, vec4(m_Gamma));
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texVal = texVal * m_NumColors;
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texVal = floor(texVal);
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texVal = texVal / m_NumColors;
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texVal = pow(texVal, vec4(1.0/m_Gamma));
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gl_FragColor = mix(getColor(m_Texture, texCoord), texVal, m_Strength);
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}
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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.filters;
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import com.jme3.asset.AssetManager;
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import com.jme3.material.Material;
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import com.jme3.post.Filter;
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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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/**
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* A Post Processing filter to change colors appear with sharp edges as if the
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* available amount of colors available was not enough to draw the true image.
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* Possibly useful in cartoon styled games. Use the strength variable to lessen
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* influence of this filter on the total result. Values from 0.2 to 0.7 appear
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* to give nice results.
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*
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* Based on an article from Geeks3D:
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* <a href="http://www.geeks3d.com/20091027/shader-library-posterization-post-processing-effect-glsl/" rel="nofollow">http://www.geeks3d.com/20091027/shader-library-posterization-post-processing-effect-glsl/</a>
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*
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* @author: Roy Straver a.k.a. Baal Garnaal
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*/
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public class PosterizationFilter extends Filter {
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private int numColors = 8;
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private float gamma = 0.6f;
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private float strength = 1.0f;
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public PosterizationFilter() {
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super("PosterizationFilter");
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}
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public PosterizationFilter(int numColors) {
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this();
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this.numColors = numColors;
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}
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public PosterizationFilter(int numColors, float gamma) {
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this(numColors);
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this.gamma = gamma;
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}
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@Override
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public boolean isRequiresDepthTexture() {
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return false;
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}
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@Override
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public void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
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material = new Material(manager, "Common/MatDefs/Post/Posterization.j3md");
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material.setInt("NumColors", numColors);
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material.setFloat("Gamma", gamma);
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material.setFloat("Strength", strength);
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}
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@Override
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public Material getMaterial() {
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return material;
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}
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@Override
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public void preRender(RenderManager renderManager, ViewPort viewPort) {
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}
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@Override
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public void cleanUpFilter(Renderer r) {
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}
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/*
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* Sets number of color levels used to draw the screen
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*/
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public void setNumColors(int numColors) {
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this.numColors = numColors;
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if (material != null) {
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material.setInt("NumColors", numColors);
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}
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}
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/*
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* Sets gamma level used to enhange visual quality
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*/
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public void setGamma(float gamma) {
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this.gamma = gamma;
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if (material != null) {
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material.setFloat("Gamma", gamma);
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}
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}
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/*
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* Sets urrent strength value, i.e. influence on final image
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*/
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public void setStrength(float strength) {
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this.strength = strength;
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if (material != null) {
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material.setFloat("Strength", strength);
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}
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}
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/*
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* Returns number of color levels used
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*/
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public int getNumColors() {
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return numColors;
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}
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/*
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* Returns current gamma value
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*/
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public float getGamma() {
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return gamma;
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}
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/*
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* Returns current strength value, i.e. influence on final image
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*/
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public float getStrength() {
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return strength;
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}
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}
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157
engine/src/test/jme3test/post/TestPosterization.java
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engine/src/test/jme3test/post/TestPosterization.java
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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 jme3test.post;
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import com.jme3.app.SimpleApplication;
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import com.jme3.input.KeyInput;
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import com.jme3.input.controls.ActionListener;
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import com.jme3.input.controls.KeyTrigger;
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import com.jme3.light.DirectionalLight;
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import com.jme3.material.Material;
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import com.jme3.math.ColorRGBA;
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import com.jme3.math.Quaternion;
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import com.jme3.math.Vector3f;
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import com.jme3.post.FilterPostProcessor;
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import com.jme3.post.filters.BloomFilter;
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import com.jme3.post.filters.CrossHatchFilter;
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import com.jme3.post.filters.PosterizationFilter;
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import com.jme3.renderer.queue.RenderQueue.ShadowMode;
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import com.jme3.scene.Geometry;
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import com.jme3.scene.Spatial;
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import com.jme3.scene.debug.WireFrustum;
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import com.jme3.scene.shape.Box;
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import com.jme3.util.SkyFactory;
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public class TestPosterization extends SimpleApplication {
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float angle;
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Spatial lightMdl;
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Spatial teapot;
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Geometry frustumMdl;
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WireFrustum frustum;
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boolean active=true;
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FilterPostProcessor fpp;
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public static void main(String[] args){
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TestPosterization app = new TestPosterization();
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app.start();
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}
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@Override
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public void simpleInitApp() {
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// put the camera in a bad position
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cam.setLocation(new Vector3f(-2.336393f, 11.91392f, -7.139601f));
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cam.setRotation(new Quaternion(0.23602544f, 0.11321983f, -0.027698677f, 0.96473104f));
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//cam.setFrustumFar(1000);
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Material mat = new Material(assetManager,"Common/MatDefs/Light/Lighting.j3md");
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mat.setFloat("Shininess", 15f);
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mat.setBoolean("UseMaterialColors", true);
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mat.setColor("Ambient", ColorRGBA.Yellow.mult(0.2f));
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mat.setColor("Diffuse", ColorRGBA.Yellow.mult(0.2f));
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mat.setColor("Specular", ColorRGBA.Yellow.mult(0.8f));
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Material matSoil = new Material(assetManager,"Common/MatDefs/Light/Lighting.j3md");
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matSoil.setFloat("Shininess", 15f);
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matSoil.setBoolean("UseMaterialColors", true);
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matSoil.setColor("Ambient", ColorRGBA.Gray);
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matSoil.setColor("Diffuse", ColorRGBA.Black);
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matSoil.setColor("Specular", ColorRGBA.Gray);
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teapot = assetManager.loadModel("Models/Teapot/Teapot.obj");
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teapot.setLocalTranslation(0,0,10);
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teapot.setMaterial(mat);
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teapot.setShadowMode(ShadowMode.CastAndReceive);
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teapot.setLocalScale(10.0f);
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rootNode.attachChild(teapot);
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Geometry soil=new Geometry("soil", new Box(new Vector3f(0, -13, 550), 800, 10, 700));
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soil.setMaterial(matSoil);
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soil.setShadowMode(ShadowMode.CastAndReceive);
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rootNode.attachChild(soil);
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DirectionalLight light=new DirectionalLight();
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light.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
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light.setColor(ColorRGBA.White.mult(1.5f));
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rootNode.addLight(light);
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// load sky
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Spatial sky = SkyFactory.createSky(assetManager, "Textures/Sky/Bright/FullskiesBlueClear03.dds", false);
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sky.setCullHint(Spatial.CullHint.Never);
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rootNode.attachChild(sky);
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fpp=new FilterPostProcessor(assetManager);
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PosterizationFilter pf=new PosterizationFilter();
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viewPort.addProcessor(fpp);
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fpp.addFilter(pf);
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initInputs();
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}
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private void initInputs() {
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inputManager.addMapping("toggle", new KeyTrigger(KeyInput.KEY_SPACE));
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ActionListener acl = new ActionListener() {
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public void onAction(String name, boolean keyPressed, float tpf) {
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if (name.equals("toggle") && keyPressed) {
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if(active){
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active=false;
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viewPort.removeProcessor(fpp);
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}else{
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active=true;
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viewPort.addProcessor(fpp);
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}
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}
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}
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};
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inputManager.addListener(acl, "toggle");
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}
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}
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