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
3.0
rem..om 14 years ago
parent f58ca40979
commit 7c9d4f19e5
  1. 18
      engine/src/core-data/Common/MatDefs/Post/Posterization.frag
  2. 32
      engine/src/core-data/Common/MatDefs/Post/Posterization.j3md
  3. 20
      engine/src/core-data/Common/MatDefs/Post/Posterization15.frag
  4. 149
      engine/src/desktop-fx/com/jme3/post/filters/PosterizationFilter.java
  5. 157
      engine/src/test/jme3test/post/TestPosterization.java

@ -0,0 +1,18 @@
uniform sampler2D m_Texture;
varying vec2 texCoord;
uniform int m_NumColors;
uniform float m_Gamma;
uniform float m_Strength;
void main() {
vec4 texVal = texture2D(m_Texture, texCoord);
texVal = pow(texVal, vec4(m_Gamma));
texVal = texVal * m_NumColors;
texVal = floor(texVal);
texVal = texVal / m_NumColors;
texVal = pow(texVal, vec4(1.0/m_Gamma));
gl_FragColor = mix(texture2D(m_Texture, texCoord), texVal, m_Strength);
}

@ -0,0 +1,32 @@
MaterialDef Posterization {
MaterialParameters {
Int NumSamples
Texture2D Texture;
Int NumColors;
Float Gamma;
Float Strength;
}
Technique {
VertexShader GLSL150: Common/MatDefs/Post/Post15.vert
FragmentShader GLSL150: Common/MatDefs/Post/Posterization15.frag
WorldParameters {
WorldViewProjectionMatrix
}
}
Technique {
VertexShader GLSL100: Common/MatDefs/Post/Post.vert
FragmentShader GLSL100: Common/MatDefs/Post/Posterization.frag
WorldParameters {
WorldViewProjectionMatrix
}
}
Technique FixedFunc {
}
}

@ -0,0 +1,20 @@
#import "Common/ShaderLib/MultiSample.glsllib"
uniform COLORTEXTURE m_Texture;
in vec2 texCoord;
uniform int m_NumColors;
uniform float m_Gamma;
uniform float m_Strength;
void main() {
vec4 texVal = getColor(m_Texture, texCoord);
texVal = pow(texVal, vec4(m_Gamma));
texVal = texVal * m_NumColors;
texVal = floor(texVal);
texVal = texVal / m_NumColors;
texVal = pow(texVal, vec4(1.0/m_Gamma));
gl_FragColor = mix(getColor(m_Texture, texCoord), texVal, m_Strength);
}

@ -0,0 +1,149 @@
/*
* Copyright (c) 2009-2010 jMonkeyEngine
* 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.filters;
import com.jme3.asset.AssetManager;
import com.jme3.material.Material;
import com.jme3.post.Filter;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.Renderer;
import com.jme3.renderer.ViewPort;
/**
* A Post Processing filter to change colors appear with sharp edges as if the
* available amount of colors available was not enough to draw the true image.
* Possibly useful in cartoon styled games. Use the strength variable to lessen
* influence of this filter on the total result. Values from 0.2 to 0.7 appear
* to give nice results.
*
* Based on an article from Geeks3D:
* <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>
*
* @author: Roy Straver a.k.a. Baal Garnaal
*/
public class PosterizationFilter extends Filter {
private int numColors = 8;
private float gamma = 0.6f;
private float strength = 1.0f;
public PosterizationFilter() {
super("PosterizationFilter");
}
public PosterizationFilter(int numColors) {
this();
this.numColors = numColors;
}
public PosterizationFilter(int numColors, float gamma) {
this(numColors);
this.gamma = gamma;
}
@Override
public boolean isRequiresDepthTexture() {
return false;
}
@Override
public void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
material = new Material(manager, "Common/MatDefs/Post/Posterization.j3md");
material.setInt("NumColors", numColors);
material.setFloat("Gamma", gamma);
material.setFloat("Strength", strength);
}
@Override
public Material getMaterial() {
return material;
}
@Override
public void preRender(RenderManager renderManager, ViewPort viewPort) {
}
@Override
public void cleanUpFilter(Renderer r) {
}
/*
* Sets number of color levels used to draw the screen
*/
public void setNumColors(int numColors) {
this.numColors = numColors;
if (material != null) {
material.setInt("NumColors", numColors);
}
}
/*
* Sets gamma level used to enhange visual quality
*/
public void setGamma(float gamma) {
this.gamma = gamma;
if (material != null) {
material.setFloat("Gamma", gamma);
}
}
/*
* Sets urrent strength value, i.e. influence on final image
*/
public void setStrength(float strength) {
this.strength = strength;
if (material != null) {
material.setFloat("Strength", strength);
}
}
/*
* Returns number of color levels used
*/
public int getNumColors() {
return numColors;
}
/*
* Returns current gamma value
*/
public float getGamma() {
return gamma;
}
/*
* Returns current strength value, i.e. influence on final image
*/
public float getStrength() {
return strength;
}
}

@ -0,0 +1,157 @@
/*
* Copyright (c) 2009-2010 jMonkeyEngine
* 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 jme3test.post;
import com.jme3.app.SimpleApplication;
import com.jme3.input.KeyInput;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.post.FilterPostProcessor;
import com.jme3.post.filters.BloomFilter;
import com.jme3.post.filters.CrossHatchFilter;
import com.jme3.post.filters.PosterizationFilter;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Spatial;
import com.jme3.scene.debug.WireFrustum;
import com.jme3.scene.shape.Box;
import com.jme3.util.SkyFactory;
public class TestPosterization extends SimpleApplication {
float angle;
Spatial lightMdl;
Spatial teapot;
Geometry frustumMdl;
WireFrustum frustum;
boolean active=true;
FilterPostProcessor fpp;
public static void main(String[] args){
TestPosterization app = new TestPosterization();
app.start();
}
@Override
public void simpleInitApp() {
// put the camera in a bad position
cam.setLocation(new Vector3f(-2.336393f, 11.91392f, -7.139601f));
cam.setRotation(new Quaternion(0.23602544f, 0.11321983f, -0.027698677f, 0.96473104f));
//cam.setFrustumFar(1000);
Material mat = new Material(assetManager,"Common/MatDefs/Light/Lighting.j3md");
mat.setFloat("Shininess", 15f);
mat.setBoolean("UseMaterialColors", true);
mat.setColor("Ambient", ColorRGBA.Yellow.mult(0.2f));
mat.setColor("Diffuse", ColorRGBA.Yellow.mult(0.2f));
mat.setColor("Specular", ColorRGBA.Yellow.mult(0.8f));
Material matSoil = new Material(assetManager,"Common/MatDefs/Light/Lighting.j3md");
matSoil.setFloat("Shininess", 15f);
matSoil.setBoolean("UseMaterialColors", true);
matSoil.setColor("Ambient", ColorRGBA.Gray);
matSoil.setColor("Diffuse", ColorRGBA.Black);
matSoil.setColor("Specular", ColorRGBA.Gray);
teapot = assetManager.loadModel("Models/Teapot/Teapot.obj");
teapot.setLocalTranslation(0,0,10);
teapot.setMaterial(mat);
teapot.setShadowMode(ShadowMode.CastAndReceive);
teapot.setLocalScale(10.0f);
rootNode.attachChild(teapot);
Geometry soil=new Geometry("soil", new Box(new Vector3f(0, -13, 550), 800, 10, 700));
soil.setMaterial(matSoil);
soil.setShadowMode(ShadowMode.CastAndReceive);
rootNode.attachChild(soil);
DirectionalLight light=new DirectionalLight();
light.setDirection(new Vector3f(-1, -1, -1).normalizeLocal());
light.setColor(ColorRGBA.White.mult(1.5f));
rootNode.addLight(light);
// load sky
Spatial sky = SkyFactory.createSky(assetManager, "Textures/Sky/Bright/FullskiesBlueClear03.dds", false);
sky.setCullHint(Spatial.CullHint.Never);
rootNode.attachChild(sky);
fpp=new FilterPostProcessor(assetManager);
PosterizationFilter pf=new PosterizationFilter();
viewPort.addProcessor(fpp);
fpp.addFilter(pf);
initInputs();
}
private void initInputs() {
inputManager.addMapping("toggle", new KeyTrigger(KeyInput.KEY_SPACE));
ActionListener acl = new ActionListener() {
public void onAction(String name, boolean keyPressed, float tpf) {
if (name.equals("toggle") && keyPressed) {
if(active){
active=false;
viewPort.removeProcessor(fpp);
}else{
active=true;
viewPort.addProcessor(fpp);
}
}
}
};
inputManager.addListener(acl, "toggle");
}
}
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