- remove desktop-fx package and move effects to core, remove HDRRenderer swing UI

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8848 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
nor..67 13 years ago
parent 20ce3874fd
commit 85ed03bb92
  1. 126
      engine/src/desktop-fx/com/jme3/post/HDRConfig.form
  2. 201
      engine/src/desktop-fx/com/jme3/post/HDRConfig.java
  3. 419
      engine/src/desktop-fx/com/jme3/post/HDRRenderer.java
  4. 309
      engine/src/desktop-fx/com/jme3/post/filters/BloomFilter.java
  5. 245
      engine/src/desktop-fx/com/jme3/post/filters/CartoonEdgeFilter.java
  6. 111
      engine/src/desktop-fx/com/jme3/post/filters/ColorOverlayFilter.java
  7. 305
      engine/src/desktop-fx/com/jme3/post/filters/CrossHatchFilter.java
  8. 158
      engine/src/desktop-fx/com/jme3/post/filters/DepthOfFieldFilter.java
  9. 95
      engine/src/desktop-fx/com/jme3/post/filters/FXAAFilter.java
  10. 170
      engine/src/desktop-fx/com/jme3/post/filters/FadeFilter.java
  11. 172
      engine/src/desktop-fx/com/jme3/post/filters/FogFilter.java
  12. 78
      engine/src/desktop-fx/com/jme3/post/filters/GammaCorrectionFilter.java
  13. 243
      engine/src/desktop-fx/com/jme3/post/filters/LightScatteringFilter.java
  14. 147
      engine/src/desktop-fx/com/jme3/post/filters/PosterizationFilter.java
  15. 156
      engine/src/desktop-fx/com/jme3/post/filters/RadialBlurFilter.java
  16. 80
      engine/src/desktop-fx/com/jme3/post/filters/TranslucentBucketFilter.java
  17. 326
      engine/src/desktop-fx/com/jme3/post/ssao/SSAOFilter.java
  18. 216
      engine/src/desktop-fx/com/jme3/shadow/BasicShadowRenderer.java
  19. 539
      engine/src/desktop-fx/com/jme3/shadow/PssmShadowRenderer.java
  20. 81
      engine/src/desktop-fx/com/jme3/shadow/PssmShadowUtil.java
  21. 75
      engine/src/desktop-fx/com/jme3/shadow/ShadowCamera.java
  22. 486
      engine/src/desktop-fx/com/jme3/shadow/ShadowUtil.java
  23. 125
      engine/src/desktop-fx/com/jme3/water/ReflectionProcessor.java
  24. 589
      engine/src/desktop-fx/com/jme3/water/SimpleWaterProcessor.java
  25. 1050
      engine/src/desktop-fx/com/jme3/water/WaterFilter.java

@ -1,126 +0,0 @@
<?xml version="1.1" encoding="UTF-8" ?>
<Form version="1.3" maxVersion="1.7" type="org.netbeans.modules.form.forminfo.JFrameFormInfo">
<Properties>
<Property name="defaultCloseOperation" type="int" value="2"/>
<Property name="title" type="java.lang.String" value="HDR Configuration"/>
</Properties>
<SyntheticProperties>
<SyntheticProperty name="formSizePolicy" type="int" value="1"/>
</SyntheticProperties>
<AuxValues>
<AuxValue name="FormSettings_autoResourcing" type="java.lang.Integer" value="0"/>
<AuxValue name="FormSettings_autoSetComponentName" type="java.lang.Boolean" value="false"/>
<AuxValue name="FormSettings_generateFQN" type="java.lang.Boolean" value="true"/>
<AuxValue name="FormSettings_generateMnemonicsCode" type="java.lang.Boolean" value="false"/>
<AuxValue name="FormSettings_i18nAutoMode" type="java.lang.Boolean" value="false"/>
<AuxValue name="FormSettings_layoutCodeTarget" type="java.lang.Integer" value="2"/>
<AuxValue name="FormSettings_listenerGenerationStyle" type="java.lang.Integer" value="0"/>
<AuxValue name="FormSettings_variablesLocal" type="java.lang.Boolean" value="false"/>
<AuxValue name="FormSettings_variablesModifier" type="java.lang.Integer" value="2"/>
<AuxValue name="designerSize" type="java.awt.Dimension" value="-84,-19,0,5,115,114,0,18,106,97,118,97,46,97,119,116,46,68,105,109,101,110,115,105,111,110,65,-114,-39,-41,-84,95,68,20,2,0,2,73,0,6,104,101,105,103,104,116,73,0,5,119,105,100,116,104,120,112,0,0,0,-122,0,0,0,-5"/>
</AuxValues>
<Layout class="org.netbeans.modules.form.compat2.layouts.DesignBoxLayout">
<Property name="axis" type="int" value="1"/>
</Layout>
<SubComponents>
<Container class="javax.swing.JPanel" name="pnlBright">
<Layout class="org.netbeans.modules.form.compat2.layouts.DesignFlowLayout"/>
<SubComponents>
<Component class="javax.swing.JLabel" name="lblWhite">
<Properties>
<Property name="text" type="java.lang.String" value="Maximum Brightness: "/>
</Properties>
</Component>
<Component class="javax.swing.JSlider" name="sldWhite">
<Properties>
<Property name="maximum" type="int" value="1000"/>
<Property name="value" type="int" value="100"/>
<Property name="preferredSize" type="java.awt.Dimension" editor="org.netbeans.beaninfo.editors.DimensionEditor">
<Dimension value="[100, 23]"/>
</Property>
</Properties>
<Events>
<EventHandler event="stateChanged" listener="javax.swing.event.ChangeListener" parameters="javax.swing.event.ChangeEvent" handler="sldWhiteStateChanged"/>
</Events>
</Component>
</SubComponents>
</Container>
<Container class="javax.swing.JPanel" name="pnlGamma">
<Layout class="org.netbeans.modules.form.compat2.layouts.DesignFlowLayout"/>
<SubComponents>
<Component class="javax.swing.JLabel" name="lblGamma">
<Properties>
<Property name="text" type="java.lang.String" value="Output Gamma: "/>
</Properties>
</Component>
<Component class="javax.swing.JSlider" name="sldGamma">
<Properties>
<Property name="maximum" type="int" value="500"/>
<Property name="minimum" type="int" value="1"/>
<Property name="value" type="int" value="100"/>
<Property name="preferredSize" type="java.awt.Dimension" editor="org.netbeans.beaninfo.editors.DimensionEditor">
<Dimension value="[100, 23]"/>
</Property>
</Properties>
<Events>
<EventHandler event="stateChanged" listener="javax.swing.event.ChangeListener" parameters="javax.swing.event.ChangeEvent" handler="sldGammaStateChanged"/>
</Events>
</Component>
</SubComponents>
</Container>
<Container class="javax.swing.JPanel" name="pnlA">
<Layout class="org.netbeans.modules.form.compat2.layouts.DesignFlowLayout"/>
<SubComponents>
<Component class="javax.swing.JLabel" name="lblA">
<Properties>
<Property name="text" type="java.lang.String" value="Exposure: "/>
</Properties>
</Component>
<Component class="javax.swing.JComboBox" name="jComboBox1">
<Properties>
<Property name="model" type="javax.swing.ComboBoxModel" editor="org.netbeans.modules.form.editors2.ComboBoxModelEditor">
<StringArray count="4">
<StringItem index="0" value="Dark"/>
<StringItem index="1" value="Dim"/>
<StringItem index="2" value="Normal"/>
<StringItem index="3" value="Light"/>
</StringArray>
</Property>
</Properties>
<Events>
<EventHandler event="actionPerformed" listener="java.awt.event.ActionListener" parameters="java.awt.event.ActionEvent" handler="jComboBox1ActionPerformed"/>
</Events>
</Component>
</SubComponents>
</Container>
<Container class="javax.swing.JPanel" name="pnlLOD">
<Layout class="org.netbeans.modules.form.compat2.layouts.DesignFlowLayout"/>
<SubComponents>
<Component class="javax.swing.JLabel" name="lblLOD">
<Properties>
<Property name="text" type="java.lang.String" value="Leve of detail: "/>
</Properties>
</Component>
<Component class="javax.swing.JSlider" name="sldLOD">
<Properties>
<Property name="maximum" type="int" value="15"/>
<Property name="minimum" type="int" value="1"/>
<Property name="value" type="int" value="1"/>
<Property name="preferredSize" type="java.awt.Dimension" editor="org.netbeans.beaninfo.editors.DimensionEditor">
<Dimension value="[100, 23]"/>
</Property>
</Properties>
<Events>
<EventHandler event="stateChanged" listener="javax.swing.event.ChangeListener" parameters="javax.swing.event.ChangeEvent" handler="sldLODStateChanged"/>
</Events>
</Component>
</SubComponents>
</Container>
</SubComponents>
</Form>

@ -1,201 +0,0 @@
/*
* 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;
public class HDRConfig extends javax.swing.JFrame {
private float gamma, a, white;
private int lod;
private HDRRenderer hdrRender;
public HDRConfig(HDRRenderer hdrRender) {
initComponents();
this.hdrRender = hdrRender;
sldWhiteStateChanged(null);
sldGammaStateChanged(null);
sldLODStateChanged(null);
jComboBox1ActionPerformed(null);
}
public float getA() {
return a;
}
public float getGamma() {
return gamma;
}
public int getLod() {
return lod;
}
public float getWhite() {
return white;
}
private void updateHdr(){
hdrRender.setWhiteLevel(getWhite());
hdrRender.setThrottle(getLod());
hdrRender.setExposure(getA());
}
/** This method is called from within the constructor to
* initialize the form.
* WARNING: Do NOT modify this code. The content of this method is
* always regenerated by the Form Editor.
*/
@SuppressWarnings("unchecked")
// <editor-fold defaultstate="collapsed" desc="Generated Code">//GEN-BEGIN:initComponents
private void initComponents() {
pnlBright = new javax.swing.JPanel();
lblWhite = new javax.swing.JLabel();
sldWhite = new javax.swing.JSlider();
pnlGamma = new javax.swing.JPanel();
lblGamma = new javax.swing.JLabel();
sldGamma = new javax.swing.JSlider();
pnlA = new javax.swing.JPanel();
lblA = new javax.swing.JLabel();
jComboBox1 = new javax.swing.JComboBox();
pnlLOD = new javax.swing.JPanel();
lblLOD = new javax.swing.JLabel();
sldLOD = new javax.swing.JSlider();
setDefaultCloseOperation(javax.swing.WindowConstants.DISPOSE_ON_CLOSE);
setTitle("HDR Configuration");
getContentPane().setLayout(new javax.swing.BoxLayout(getContentPane(), javax.swing.BoxLayout.Y_AXIS));
lblWhite.setText("Maximum Brightness: ");
pnlBright.add(lblWhite);
sldWhite.setMaximum(1000);
sldWhite.setValue(100);
sldWhite.setPreferredSize(new java.awt.Dimension(100, 23));
sldWhite.addChangeListener(new javax.swing.event.ChangeListener() {
public void stateChanged(javax.swing.event.ChangeEvent evt) {
sldWhiteStateChanged(evt);
}
});
pnlBright.add(sldWhite);
getContentPane().add(pnlBright);
lblGamma.setText("Output Gamma: ");
pnlGamma.add(lblGamma);
sldGamma.setMaximum(500);
sldGamma.setMinimum(1);
sldGamma.setValue(100);
sldGamma.setPreferredSize(new java.awt.Dimension(100, 23));
sldGamma.addChangeListener(new javax.swing.event.ChangeListener() {
public void stateChanged(javax.swing.event.ChangeEvent evt) {
sldGammaStateChanged(evt);
}
});
pnlGamma.add(sldGamma);
getContentPane().add(pnlGamma);
lblA.setText("Exposure: ");
pnlA.add(lblA);
jComboBox1.setModel(new javax.swing.DefaultComboBoxModel(new String[] { "Dark", "Dim", "Normal", "Light" }));
jComboBox1.addActionListener(new java.awt.event.ActionListener() {
public void actionPerformed(java.awt.event.ActionEvent evt) {
jComboBox1ActionPerformed(evt);
}
});
pnlA.add(jComboBox1);
getContentPane().add(pnlA);
lblLOD.setText("Leve of detail: ");
pnlLOD.add(lblLOD);
sldLOD.setMaximum(15);
sldLOD.setMinimum(1);
sldLOD.setValue(1);
sldLOD.setPreferredSize(new java.awt.Dimension(100, 23));
sldLOD.addChangeListener(new javax.swing.event.ChangeListener() {
public void stateChanged(javax.swing.event.ChangeEvent evt) {
sldLODStateChanged(evt);
}
});
pnlLOD.add(sldLOD);
getContentPane().add(pnlLOD);
pack();
}// </editor-fold>//GEN-END:initComponents
private void sldWhiteStateChanged(javax.swing.event.ChangeEvent evt) {//GEN-FIRST:event_sldWhiteStateChanged
white = sldWhite.getValue() / 100f;
updateHdr();
}//GEN-LAST:event_sldWhiteStateChanged
private void sldGammaStateChanged(javax.swing.event.ChangeEvent evt) {//GEN-FIRST:event_sldGammaStateChanged
gamma = sldGamma.getValue() / 100f;
updateHdr();
}//GEN-LAST:event_sldGammaStateChanged
private void sldLODStateChanged(javax.swing.event.ChangeEvent evt) {//GEN-FIRST:event_sldLODStateChanged
lod = sldLOD.getValue();
updateHdr();
}//GEN-LAST:event_sldLODStateChanged
private void jComboBox1ActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_jComboBox1ActionPerformed
switch (jComboBox1.getSelectedIndex()){
case 0: a = 0.09f; break;
case 1: a = 0.18f; break;
case 2: a = 0.36f; break;
case 3: a = 0.72f; break;
}
updateHdr();
}//GEN-LAST:event_jComboBox1ActionPerformed
// Variables declaration - do not modify//GEN-BEGIN:variables
private javax.swing.JComboBox jComboBox1;
private javax.swing.JLabel lblA;
private javax.swing.JLabel lblGamma;
private javax.swing.JLabel lblLOD;
private javax.swing.JLabel lblWhite;
private javax.swing.JPanel pnlA;
private javax.swing.JPanel pnlBright;
private javax.swing.JPanel pnlGamma;
private javax.swing.JPanel pnlLOD;
private javax.swing.JSlider sldGamma;
private javax.swing.JSlider sldLOD;
private javax.swing.JSlider sldWhite;
// End of variables declaration//GEN-END:variables
}

@ -1,419 +0,0 @@
/*
* 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;
import com.jme3.asset.AssetManager;
import com.jme3.material.Material;
import com.jme3.math.Vector2f;
import com.jme3.renderer.*;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.texture.FrameBuffer;
import com.jme3.texture.Image;
import com.jme3.texture.Image.Format;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.MagFilter;
import com.jme3.texture.Texture.MinFilter;
import com.jme3.texture.Texture2D;
import com.jme3.ui.Picture;
import java.util.Collection;
import java.util.logging.Logger;
public class HDRRenderer implements SceneProcessor {
private static final int LUMMODE_NONE = 0x1,
LUMMODE_ENCODE_LUM = 0x2,
LUMMODE_DECODE_LUM = 0x3;
private Renderer renderer;
private RenderManager renderManager;
private ViewPort viewPort;
private static final Logger logger = Logger.getLogger(HDRRenderer.class.getName());
private Camera fbCam = new Camera(1, 1);
private FrameBuffer msFB;
private FrameBuffer mainSceneFB;
private Texture2D mainScene;
private FrameBuffer scene64FB;
private Texture2D scene64;
private FrameBuffer scene8FB;
private Texture2D scene8;
private FrameBuffer scene1FB[] = new FrameBuffer[2];
private Texture2D scene1[] = new Texture2D[2];
private Material hdr64;
private Material hdr8;
private Material hdr1;
private Material tone;
private Picture fsQuad;
private float time = 0;
private int curSrc = -1;
private int oppSrc = -1;
private float blendFactor = 0;
private int numSamples = 0;
private float exposure = 0.18f;
private float whiteLevel = 100f;
private float throttle = -1;
private int maxIterations = -1;
private Image.Format bufFormat = Format.RGB16F;
private MinFilter fbMinFilter = MinFilter.BilinearNoMipMaps;
private MagFilter fbMagFilter = MagFilter.Bilinear;
private AssetManager manager;
private boolean enabled = true;
public HDRRenderer(AssetManager manager, Renderer renderer){
this.manager = manager;
this.renderer = renderer;
Collection<Caps> caps = renderer.getCaps();
if (caps.contains(Caps.PackedFloatColorBuffer))
bufFormat = Format.RGB111110F;
else if (caps.contains(Caps.FloatColorBuffer))
bufFormat = Format.RGB16F;
else{
enabled = false;
return;
}
}
public boolean isEnabled() {
return enabled;
}
public void setSamples(int samples){
this.numSamples = samples;
}
public void setExposure(float exp){
this.exposure = exp;
}
public void setWhiteLevel(float whiteLevel){
this.whiteLevel = whiteLevel;
}
public void setMaxIterations(int maxIterations){
this.maxIterations = maxIterations;
// regenerate shaders if needed
if (hdr64 != null)
createLumShaders();
}
public void setThrottle(float throttle){
this.throttle = throttle;
}
public void setUseFastFilter(boolean fastFilter){
if (fastFilter){
fbMagFilter = MagFilter.Nearest;
fbMinFilter = MinFilter.NearestNoMipMaps;
}else{
fbMagFilter = MagFilter.Bilinear;
fbMinFilter = MinFilter.BilinearNoMipMaps;
}
}
public Picture createDisplayQuad(/*int mode, Texture tex*/){
if (scene64 == null)
return null;
Material mat = new Material(manager, "Common/MatDefs/Hdr/LogLum.j3md");
// if (mode == LUMMODE_ENCODE_LUM)
// mat.setBoolean("EncodeLum", true);
// else if (mode == LUMMODE_DECODE_LUM)
mat.setBoolean("DecodeLum", true);
mat.setTexture("Texture", scene64);
// mat.setTexture("Texture", tex);
Picture dispQuad = new Picture("Luminance Display");
dispQuad.setMaterial(mat);
return dispQuad;
}
private Material createLumShader(int srcW, int srcH, int bufW, int bufH, int mode,
int iters, Texture tex){
Material mat = new Material(manager, "Common/MatDefs/Hdr/LogLum.j3md");
Vector2f blockSize = new Vector2f(1f / bufW, 1f / bufH);
Vector2f pixelSize = new Vector2f(1f / srcW, 1f / srcH);
Vector2f blocks = new Vector2f();
float numPixels = Float.POSITIVE_INFINITY;
if (iters != -1){
do {
pixelSize.multLocal(2);
blocks.set(blockSize.x / pixelSize.x,
blockSize.y / pixelSize.y);
numPixels = blocks.x * blocks.y;
} while (numPixels > iters);
}else{
blocks.set(blockSize.x / pixelSize.x,
blockSize.y / pixelSize.y);
numPixels = blocks.x * blocks.y;
}
System.out.println(numPixels);
mat.setBoolean("Blocks", true);
if (mode == LUMMODE_ENCODE_LUM)
mat.setBoolean("EncodeLum", true);
else if (mode == LUMMODE_DECODE_LUM)
mat.setBoolean("DecodeLum", true);
mat.setTexture("Texture", tex);
mat.setVector2("BlockSize", blockSize);
mat.setVector2("PixelSize", pixelSize);
mat.setFloat("NumPixels", numPixels);
return mat;
}
private void createLumShaders(){
int w = mainSceneFB.getWidth();
int h = mainSceneFB.getHeight();
hdr64 = createLumShader(w, h, 64, 64, LUMMODE_ENCODE_LUM, maxIterations, mainScene);
hdr8 = createLumShader(64, 64, 8, 8, LUMMODE_NONE, maxIterations, scene64);
hdr1 = createLumShader(8, 8, 1, 1, LUMMODE_NONE, maxIterations, scene8);
}
private int opposite(int i){
return i == 1 ? 0 : 1;
}
private void renderProcessing(Renderer r, FrameBuffer dst, Material mat){
if (dst == null){
fsQuad.setWidth(mainSceneFB.getWidth());
fsQuad.setHeight(mainSceneFB.getHeight());
fbCam.resize(mainSceneFB.getWidth(), mainSceneFB.getHeight(), true);
}else{
fsQuad.setWidth(dst.getWidth());
fsQuad.setHeight(dst.getHeight());
fbCam.resize(dst.getWidth(), dst.getHeight(), true);
}
fsQuad.setMaterial(mat);
fsQuad.updateGeometricState();
renderManager.setCamera(fbCam, true);
r.setFrameBuffer(dst);
r.clearBuffers(true, true, true);
renderManager.renderGeometry(fsQuad);
}
private void renderToneMap(Renderer r, FrameBuffer out){
tone.setFloat("A", exposure);
tone.setFloat("White", whiteLevel);
tone.setTexture("Lum", scene1[oppSrc]);
tone.setTexture("Lum2", scene1[curSrc]);
tone.setFloat("BlendFactor", blendFactor);
renderProcessing(r, out, tone);
}
private void updateAverageLuminance(Renderer r){
renderProcessing(r, scene64FB, hdr64);
renderProcessing(r, scene8FB, hdr8);
renderProcessing(r, scene1FB[curSrc], hdr1);
}
public boolean isInitialized(){
return viewPort != null;
}
public void reshape(ViewPort vp, int w, int h){
if (mainSceneFB != null){
renderer.deleteFrameBuffer(mainSceneFB);
}
mainSceneFB = new FrameBuffer(w, h, 1);
mainScene = new Texture2D(w, h, bufFormat);
mainSceneFB.setDepthBuffer(Format.Depth);
mainSceneFB.setColorTexture(mainScene);
mainScene.setMagFilter(fbMagFilter);
mainScene.setMinFilter(fbMinFilter);
if (msFB != null){
renderer.deleteFrameBuffer(msFB);
}
tone.setTexture("Texture", mainScene);
Collection<Caps> caps = renderer.getCaps();
if (numSamples > 1 && caps.contains(Caps.FrameBufferMultisample)){
msFB = new FrameBuffer(w, h, numSamples);
msFB.setDepthBuffer(Format.Depth);
msFB.setColorBuffer(bufFormat);
vp.setOutputFrameBuffer(msFB);
}else{
if (numSamples > 1)
logger.warning("FBO multisampling not supported on this GPU, request ignored.");
vp.setOutputFrameBuffer(mainSceneFB);
}
createLumShaders();
}
public void initialize(RenderManager rm, ViewPort vp){
if (!enabled)
return;
renderer = rm.getRenderer();
renderManager = rm;
viewPort = vp;
// loadInitial()
fsQuad = new Picture("HDR Fullscreen Quad");
Format lumFmt = Format.RGB8;
scene64FB = new FrameBuffer(64, 64, 1);
scene64 = new Texture2D(64, 64, lumFmt);
scene64FB.setColorTexture(scene64);
scene64.setMagFilter(fbMagFilter);
scene64.setMinFilter(fbMinFilter);
scene8FB = new FrameBuffer(8, 8, 1);
scene8 = new Texture2D(8, 8, lumFmt);
scene8FB.setColorTexture(scene8);
scene8.setMagFilter(fbMagFilter);
scene8.setMinFilter(fbMinFilter);
scene1FB[0] = new FrameBuffer(1, 1, 1);
scene1[0] = new Texture2D(1, 1, lumFmt);
scene1FB[0].setColorTexture(scene1[0]);
scene1FB[1] = new FrameBuffer(1, 1, 1);
scene1[1] = new Texture2D(1, 1, lumFmt);
scene1FB[1].setColorTexture(scene1[1]);
// prepare tonemap shader
tone = new Material(manager, "Common/MatDefs/Hdr/ToneMap.j3md");
tone.setFloat("A", 0.18f);
tone.setFloat("White", 100);
// load();
int w = vp.getCamera().getWidth();
int h = vp.getCamera().getHeight();
reshape(vp, w, h);
}
public void preFrame(float tpf) {
if (!enabled)
return;
time += tpf;
blendFactor = (time / throttle);
}
public void postQueue(RenderQueue rq) {
}
public void postFrame(FrameBuffer out) {
if (!enabled)
return;
if (msFB != null){
// first render to multisampled FB
// renderer.setFrameBuffer(msFB);
// renderer.clearBuffers(true,true,true);
//
// renderManager.renderViewPortRaw(viewPort);
// render back to non-multisampled FB
renderer.copyFrameBuffer(msFB, mainSceneFB);
}else{
// renderer.setFrameBuffer(mainSceneFB);
// renderer.clearBuffers(true,true,false);
//
// renderManager.renderViewPortRaw(viewPort);
}
// should we update avg lum?
if (throttle == -1){
// update every frame
curSrc = 0;
oppSrc = 0;
blendFactor = 0;
time = 0;
updateAverageLuminance(renderer);
}else{
if (curSrc == -1){
curSrc = 0;
oppSrc = 0;
// initial update
updateAverageLuminance(renderer);
blendFactor = 0;
time = 0;
}else if (time > throttle){
// time to switch
oppSrc = curSrc;
curSrc = opposite(curSrc);
updateAverageLuminance(renderer);
blendFactor = 0;
time = 0;
}
}
// since out == mainSceneFB, tonemap into the main screen instead
//renderToneMap(renderer, out);
renderToneMap(renderer, null);
renderManager.setCamera(viewPort.getCamera(), false);
}
public void cleanup() {
if (!enabled)
return;
if (msFB != null)
renderer.deleteFrameBuffer(msFB);
if (mainSceneFB != null)
renderer.deleteFrameBuffer(mainSceneFB);
if (scene64FB != null){
renderer.deleteFrameBuffer(scene64FB);
renderer.deleteFrameBuffer(scene8FB);
renderer.deleteFrameBuffer(scene1FB[0]);
renderer.deleteFrameBuffer(scene1FB[1]);
}
}
}

@ -1,309 +0,0 @@
/*
* 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.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.post.Filter;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.texture.Image.Format;
import java.io.IOException;
import java.util.ArrayList;
/**
* BloomFilter is used to make objects in the scene have a glow effect.<br>
* There are 2 mode : Scene and Objects.<br>
* Scene mode extracts the bright parts of the scene to make them glow<br>
* Object mode make objects glow according to their material's glowMap or their GlowColor<br>
* @see <a href="http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:bloom_and_glow">advanced:bloom_and_glow</a> for more details
*
* @author Rémy Bouquet aka Nehon
*/
public class BloomFilter extends Filter {
/**
* GlowMode specifies if the glow will be applied to the whole scene,or to objects that have aglow color or a glow map
*/
public enum GlowMode {
/**
* Apply bloom filter to bright areas in the scene.
*/
Scene,
/**
* Apply bloom only to objects that have a glow map or a glow color.
*/
Objects,
/**
* Apply bloom to both bright parts of the scene and objects with glow map.
*/
SceneAndObjects;
}
private GlowMode glowMode = GlowMode.Scene;
//Bloom parameters
private float blurScale = 1.5f;
private float exposurePower = 5.0f;
private float exposureCutOff = 0.0f;
private float bloomIntensity = 2.0f;
private float downSamplingFactor = 1;
private Pass preGlowPass;
private Pass extractPass;
private Pass horizontalBlur = new Pass();
private Pass verticalalBlur = new Pass();
private Material extractMat;
private Material vBlurMat;
private Material hBlurMat;
private int screenWidth;
private int screenHeight;
/**
* Creates a Bloom filter
*/
public BloomFilter() {
super("BloomFilter");
}
/**
* Creates the bloom filter with the specific glow mode
* @param glowMode
*/
public BloomFilter(GlowMode glowMode) {
this();
this.glowMode = glowMode;
}
@Override
protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
screenWidth = (int) Math.max(1, (w / downSamplingFactor));
screenHeight = (int) Math.max(1, (h / downSamplingFactor));
// System.out.println(screenWidth + " " + screenHeight);
if (glowMode != GlowMode.Scene) {
preGlowPass = new Pass();
preGlowPass.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth);
}
postRenderPasses = new ArrayList<Pass>();
//configuring extractPass
extractMat = new Material(manager, "Common/MatDefs/Post/BloomExtract.j3md");
extractPass = new Pass() {
@Override
public boolean requiresSceneAsTexture() {
return true;
}
@Override
public void beforeRender() {
extractMat.setFloat("ExposurePow", exposurePower);
extractMat.setFloat("ExposureCutoff", exposureCutOff);
if (glowMode != GlowMode.Scene) {
extractMat.setTexture("GlowMap", preGlowPass.getRenderedTexture());
}
extractMat.setBoolean("Extract", glowMode != GlowMode.Objects);
}
};
extractPass.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, extractMat);
postRenderPasses.add(extractPass);
//configuring horizontal blur pass
hBlurMat = new Material(manager, "Common/MatDefs/Blur/HGaussianBlur.j3md");
horizontalBlur = new Pass() {
@Override
public void beforeRender() {
hBlurMat.setTexture("Texture", extractPass.getRenderedTexture());
hBlurMat.setFloat("Size", screenWidth);
hBlurMat.setFloat("Scale", blurScale);
}
};
horizontalBlur.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, hBlurMat);
postRenderPasses.add(horizontalBlur);
//configuring vertical blur pass
vBlurMat = new Material(manager, "Common/MatDefs/Blur/VGaussianBlur.j3md");
verticalalBlur = new Pass() {
@Override
public void beforeRender() {
vBlurMat.setTexture("Texture", horizontalBlur.getRenderedTexture());
vBlurMat.setFloat("Size", screenHeight);
vBlurMat.setFloat("Scale", blurScale);
}
};
verticalalBlur.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, vBlurMat);
postRenderPasses.add(verticalalBlur);
//final material
material = new Material(manager, "Common/MatDefs/Post/BloomFinal.j3md");
material.setTexture("BloomTex", verticalalBlur.getRenderedTexture());
}
@Override
protected Material getMaterial() {
material.setFloat("BloomIntensity", bloomIntensity);
return material;
}
@Override
protected void postQueue(RenderManager renderManager, ViewPort viewPort) {
if (glowMode != GlowMode.Scene) {
renderManager.getRenderer().setBackgroundColor(ColorRGBA.BlackNoAlpha);
renderManager.getRenderer().setFrameBuffer(preGlowPass.getRenderFrameBuffer());
renderManager.getRenderer().clearBuffers(true, true, true);
renderManager.setForcedTechnique("Glow");
renderManager.renderViewPortQueues(viewPort, false);
renderManager.setForcedTechnique(null);
renderManager.getRenderer().setFrameBuffer(viewPort.getOutputFrameBuffer());
}
}
/**
* returns the bloom intensity
* @return
*/
public float getBloomIntensity() {
return bloomIntensity;
}
/**
* intensity of the bloom effect default is 2.0
* @param bloomIntensity
*/
public void setBloomIntensity(float bloomIntensity) {
this.bloomIntensity = bloomIntensity;
}
/**
* returns the blur scale
* @return
*/
public float getBlurScale() {
return blurScale;
}
/**
* sets The spread of the bloom default is 1.5f
* @param blurScale
*/
public void setBlurScale(float blurScale) {
this.blurScale = blurScale;
}
/**
* returns the exposure cutoff<br>
* for more details see {@link setExposureCutOff(float exposureCutOff)}
* @return
*/
public float getExposureCutOff() {
return exposureCutOff;
}
/**
* Define the color threshold on which the bloom will be applied (0.0 to 1.0)
* @param exposureCutOff
*/
public void setExposureCutOff(float exposureCutOff) {
this.exposureCutOff = exposureCutOff;
}
/**
* returns the exposure power<br>
* form more details see {@link setExposurePower(float exposurePower)}
* @return
*/
public float getExposurePower() {
return exposurePower;
}
/**
* defines how many time the bloom extracted color will be multiplied by itself. default id 5.0<br>
* a high value will reduce rough edges in the bloom and somhow the range of the bloom area *
* @param exposurePower
*/
public void setExposurePower(float exposurePower) {
this.exposurePower = exposurePower;
}
/**
* returns the downSampling factor<br>
* form more details see {@link setDownSamplingFactor(float downSamplingFactor)}
* @return
*/
public float getDownSamplingFactor() {
return downSamplingFactor;
}
/**
* Sets the downSampling factor : the size of the computed texture will be divided by this factor. default is 1 for no downsampling
* A 2 value is a good way of widening the blur
* @param downSamplingFactor
*/
public void setDownSamplingFactor(float downSamplingFactor) {
this.downSamplingFactor = downSamplingFactor;
}
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule oc = ex.getCapsule(this);
oc.write(glowMode, "glowMode", GlowMode.Scene);
oc.write(blurScale, "blurScale", 1.5f);
oc.write(exposurePower, "exposurePower", 5.0f);
oc.write(exposureCutOff, "exposureCutOff", 0.0f);
oc.write(bloomIntensity, "bloomIntensity", 2.0f);
oc.write(downSamplingFactor, "downSamplingFactor", 1);
}
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule ic = im.getCapsule(this);
glowMode = ic.readEnum("glowMode", GlowMode.class, GlowMode.Scene);
blurScale = ic.readFloat("blurScale", 1.5f);
exposurePower = ic.readFloat("exposurePower", 5.0f);
exposureCutOff = ic.readFloat("exposureCutOff", 0.0f);
bloomIntensity = ic.readFloat("bloomIntensity", 2.0f);
downSamplingFactor = ic.readFloat("downSamplingFactor", 1);
}
}

@ -1,245 +0,0 @@
/*
* 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.math.ColorRGBA;
import com.jme3.post.Filter;
import com.jme3.post.Filter.Pass;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.Renderer;
import com.jme3.renderer.ViewPort;
import com.jme3.texture.Image.Format;
/**
* Applies a cartoon-style edge detection filter to all objects in the scene.
*
* @author Kirill Vainer
*/
public class CartoonEdgeFilter extends Filter {
private Pass normalPass;
private float edgeWidth = 1.0f;
private float edgeIntensity = 1.0f;
private float normalThreshold = 0.5f;
private float depthThreshold = 0.1f;
private float normalSensitivity = 1.0f;
private float depthSensitivity = 10.0f;
private ColorRGBA edgeColor = new ColorRGBA(0, 0, 0, 1);
/**
* Creates a CartoonEdgeFilter
*/
public CartoonEdgeFilter() {
super("CartoonEdgeFilter");
}
@Override
protected boolean isRequiresDepthTexture() {
return true;
}
@Override
protected void postQueue(RenderManager renderManager, ViewPort viewPort) {
Renderer r = renderManager.getRenderer();
r.setFrameBuffer(normalPass.getRenderFrameBuffer());
renderManager.getRenderer().clearBuffers(true, true, true);
renderManager.setForcedTechnique("PreNormalPass");
renderManager.renderViewPortQueues(viewPort, false);
renderManager.setForcedTechnique(null);
renderManager.getRenderer().setFrameBuffer(viewPort.getOutputFrameBuffer());
}
@Override
protected Material getMaterial() {
material.setTexture("NormalsTexture", normalPass.getRenderedTexture());
return material;
}
@Override
protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
normalPass = new Pass();
normalPass.init(renderManager.getRenderer(), w, h, Format.RGBA8, Format.Depth);
material = new Material(manager, "Common/MatDefs/Post/CartoonEdge.j3md");
material.setFloat("EdgeWidth", edgeWidth);
material.setFloat("EdgeIntensity", edgeIntensity);
material.setFloat("NormalThreshold", normalThreshold);
material.setFloat("DepthThreshold", depthThreshold);
material.setFloat("NormalSensitivity", normalSensitivity);
material.setFloat("DepthSensitivity", depthSensitivity);
material.setColor("EdgeColor", edgeColor);
}
/**
* Return the depth sensitivity<br>
* for more details see {@link setDepthSensitivity(float depthSensitivity)}
* @return
*/
public float getDepthSensitivity() {
return depthSensitivity;
}
/**
* sets the depth sensitivity<br>
* defines how much depth will influence edges, default is 10
* @param depthSensitivity
*/
public void setDepthSensitivity(float depthSensitivity) {
this.depthSensitivity = depthSensitivity;
if (material != null) {
material.setFloat("DepthSensitivity", depthSensitivity);
}
}
/**
* returns the depth threshold<br>
* for more details see {@link setDepthThreshold(float depthThreshold)}
* @return
*/
public float getDepthThreshold() {
return depthThreshold;
}
/**
* sets the depth threshold<br>
* Defines at what threshold of difference of depth an edge is outlined default is 0.1f
* @param depthThreshold
*/
public void setDepthThreshold(float depthThreshold) {
this.depthThreshold = depthThreshold;
if (material != null) {
material.setFloat("DepthThreshold", depthThreshold);
}
}
/**
* returns the edge intensity<br>
* for more details see {@link setEdgeIntensity(float edgeIntensity) }
* @return
*/
public float getEdgeIntensity() {
return edgeIntensity;
}
/**
* sets the edge intensity<br>
* Defineshow visilble will be the outlined edges
* @param edgeIntensity
*/
public void setEdgeIntensity(float edgeIntensity) {
this.edgeIntensity = edgeIntensity;
if (material != null) {
material.setFloat("EdgeIntensity", edgeIntensity);
}
}
/**
* returns the width of the edges
* @return
*/
public float getEdgeWidth() {
return edgeWidth;
}
/**
* sets the witdh of the edge in pixels default is 1
* @param edgeWidth
*/
public void setEdgeWidth(float edgeWidth) {
this.edgeWidth = edgeWidth;
if (material != null) {
material.setFloat("EdgeWidth", edgeWidth);
}
}
/**
* returns the normals sensitivity<br>
* form more details see {@link setNormalSensitivity(float normalSensitivity)}
* @return
*/
public float getNormalSensitivity() {
return normalSensitivity;
}
/**
* sets the normals sensitivity default is 1
* @param normalSensitivity
*/
public void setNormalSensitivity(float normalSensitivity) {
this.normalSensitivity = normalSensitivity;
if (material != null) {
material.setFloat("NormalSensitivity", normalSensitivity);
}
}
/**
* returns the normal threshold<br>
* for more details see {@link setNormalThreshold(float normalThreshold)}
*
* @return
*/
public float getNormalThreshold() {
return normalThreshold;
}
/**
* sets the normal threshold default is 0.5
* @param normalThreshold
*/
public void setNormalThreshold(float normalThreshold) {
this.normalThreshold = normalThreshold;
if (material != null) {
material.setFloat("NormalThreshold", normalThreshold);
}
}
/**
* returns the edge color
* @return
*/
public ColorRGBA getEdgeColor() {
return edgeColor;
}
/**
* Sets the edge color, default is black
* @param edgeColor
*/
public void setEdgeColor(ColorRGBA edgeColor) {
this.edgeColor = edgeColor;
if (material != null) {
material.setColor("EdgeColor", edgeColor);
}
}
}

@ -1,111 +0,0 @@
/*
* 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.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.post.Filter;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import java.io.IOException;
/**
* This filter simply multiply the whole scene by a color
* @author Rémy Bouquet aka Nehon
*/
public class ColorOverlayFilter extends Filter {
private ColorRGBA color = ColorRGBA.White;
/**
* creates a colorOverlayFilter with a white coor (transparent)
*/
public ColorOverlayFilter() {
super("Color Overlay");
}
/**
* creates a colorOverlayFilter with the given color
* @param color
*/
public ColorOverlayFilter(ColorRGBA color) {
this();
this.color = color;
}
@Override
protected Material getMaterial() {
material.setColor("Color", color);
return material;
}
/**
* returns the color
* @return color
*/
public ColorRGBA getColor() {
return color;
}
/**
* sets the color
* @param color
*/
public void setColor(ColorRGBA color) {
this.color = color;
}
@Override
protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
material = new Material(manager, "Common/MatDefs/Post/Overlay.j3md");
}
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule oc = ex.getCapsule(this);
oc.write(color, "color", ColorRGBA.White);
}
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule ic = im.getCapsule(this);
color = (ColorRGBA) ic.readSavable("color", ColorRGBA.White);
}
}

@ -1,305 +0,0 @@
/*
* 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.math.ColorRGBA;
import com.jme3.post.Filter;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
/**
* A Post Processing filter that makes the screen look like it was drawn as
* diagonal lines with a pen.
* Try combining this with a cartoon edge filter to obtain manga style visuals.
*
* Based on an article from Geeks3D:
* <a href="http://www.geeks3d.com/20110219/shader-library-crosshatching-glsl-filter/" rel="nofollow">http://www.geeks3d.com/20110219/shader-library-crosshatching-glsl-filter/</a>
*
* @author: Roy Straver a.k.a. Baal Garnaal
*/
public class CrossHatchFilter extends Filter {
private ColorRGBA lineColor = ColorRGBA.Black.clone();
private ColorRGBA paperColor = ColorRGBA.White.clone();
private float colorInfluenceLine = 0.8f;
private float colorInfluencePaper = 0.1f;
private float fillValue = 0.9f;
private float luminance1 = 0.9f;
private float luminance2 = 0.7f;
private float luminance3 = 0.5f;
private float luminance4 = 0.3f;
private float luminance5 = 0.0f;
private float lineThickness = 1.0f;
private float lineDistance = 4.0f;
/**
* Creates a crossHatch filter
*/
public CrossHatchFilter() {
super("CrossHatchFilter");
}
/**
* Creates a crossHatch filter
* @param lineColor the colors of the lines
* @param paperColor the paper color
*/
public CrossHatchFilter(ColorRGBA lineColor, ColorRGBA paperColor) {
this();
this.lineColor = lineColor;
this.paperColor = paperColor;
}
@Override
protected boolean isRequiresDepthTexture() {
return false;
}
@Override
protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
material = new Material(manager, "Common/MatDefs/Post/CrossHatch.j3md");
material.setColor("LineColor", lineColor);
material.setColor("PaperColor", paperColor);
material.setFloat("ColorInfluenceLine", colorInfluenceLine);
material.setFloat("ColorInfluencePaper", colorInfluencePaper);
material.setFloat("FillValue", fillValue);
material.setFloat("Luminance1", luminance1);
material.setFloat("Luminance2", luminance2);
material.setFloat("Luminance3", luminance3);
material.setFloat("Luminance4", luminance4);
material.setFloat("Luminance5", luminance5);
material.setFloat("LineThickness", lineThickness);
material.setFloat("LineDistance", lineDistance);
}
@Override
protected Material getMaterial() {
return material;
}
/**
* Sets color used to draw lines
* @param lineColor
*/
public void setLineColor(ColorRGBA lineColor) {
this.lineColor = lineColor;
if (material != null) {
material.setColor("LineColor", lineColor);
}
}
/**
* Sets color used as background
* @param paperColor
*/
public void setPaperColor(ColorRGBA paperColor) {
this.paperColor = paperColor;
if (material != null) {
material.setColor("PaperColor", paperColor);
}
}
/**
* Sets color influence of original image on lines drawn
* @param colorInfluenceLine
*/
public void setColorInfluenceLine(float colorInfluenceLine) {
this.colorInfluenceLine = colorInfluenceLine;
if (material != null) {
material.setFloat("ColorInfluenceLine", colorInfluenceLine);
}
}
/**
* Sets color influence of original image on non-line areas
* @param colorInfluencePaper
*/
public void setColorInfluencePaper(float colorInfluencePaper) {
this.colorInfluencePaper = colorInfluencePaper;
if (material != null) {
material.setFloat("ColorInfluencePaper", colorInfluencePaper);
}
}
/**
* Sets line/paper color ratio for areas with values < luminance5,
* really dark areas get no lines but a filled blob instead
* @param fillValue
*/
public void setFillValue(float fillValue) {
this.fillValue = fillValue;
if (material != null) {
material.setFloat("FillValue", fillValue);
}
}
/**
*
* Sets minimum luminance levels for lines drawn
* @param luminance1 Top-left to down right 1
* @param luminance2 Top-right to bottom left 1
* @param luminance3 Top-left to down right 2
* @param luminance4 Top-right to bottom left 2
* @param luminance5 Blobs
*/
public void setLuminanceLevels(float luminance1, float luminance2, float luminance3, float luminance4, float luminance5) {
this.luminance1 = luminance1;
this.luminance2 = luminance2;
this.luminance3 = luminance3;
this.luminance4 = luminance4;
this.luminance5 = luminance5;
if (material != null) {
material.setFloat("Luminance1", luminance1);
material.setFloat("Luminance2", luminance2);
material.setFloat("Luminance3", luminance3);
material.setFloat("Luminance4", luminance4);
material.setFloat("Luminance5", luminance5);
}
}
/**
* Sets the thickness of lines drawn
* @param lineThickness
*/
public void setLineThickness(float lineThickness) {
this.lineThickness = lineThickness;
if (material != null) {
material.setFloat("LineThickness", lineThickness);
}
}
/**
* Sets minimum distance between lines drawn
* Primary lines are drawn at 2*lineDistance
* Secondary lines are drawn at lineDistance
* @param lineDistance
*/
public void setLineDistance(float lineDistance) {
this.lineDistance = lineDistance;
if (material != null) {
material.setFloat("LineDistance", lineDistance);
}
}
/**
* Returns line color
* @return
*/
public ColorRGBA getLineColor() {
return lineColor;
}
/**
* Returns paper background color
* @return
*/
public ColorRGBA getPaperColor() {
return paperColor;
}
/**
* Returns current influence of image colors on lines
*/
public float getColorInfluenceLine() {
return colorInfluenceLine;
}
/**
* Returns current influence of image colors on paper background
*/
public float getColorInfluencePaper() {
return colorInfluencePaper;
}
/**
* Returns line/paper color ratio for blobs
*/
public float getFillValue() {
return fillValue;
}
/**
* Returns the thickness of the lines drawn
*/
public float getLineThickness() {
return lineThickness;
}
/**
* Returns minimum distance between lines
*/
public float getLineDistance() {
return lineDistance;
}
/**
* Returns treshold for lines 1
*/
public float getLuminance1() {
return luminance1;
}
/**
* Returns treshold for lines 2
*/
public float getLuminance2() {
return luminance2;
}
/**
* Returns treshold for lines 3
*/
public float getLuminance3() {
return luminance3;
}
/**
* Returns treshold for lines 4
*/
public float getLuminance4() {
return luminance4;
}
/**
* Returns treshold for blobs
*/
public float getLuminance5() {
return luminance5;
}
}

@ -1,158 +0,0 @@
/*
* 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.ViewPort;
/**
* A post-processing filter that performs a depth range
* blur using a scaled convolution filter.
*
* @version $Revision: 779 $
* @author Paul Speed
*/
public class DepthOfFieldFilter extends Filter {
private float focusDistance = 50f;
private float focusRange = 10f;
private float blurScale = 1f;
// These values are set internally based on the
// viewport size.
private float xScale;
private float yScale;
/**
* Creates a DepthOfField filter
*/
public DepthOfFieldFilter() {
super("Depth Of Field");
}
@Override
protected boolean isRequiresDepthTexture() {
return true;
}
@Override
protected Material getMaterial() {
return material;
}
@Override
protected void initFilter(AssetManager assets, RenderManager renderManager,
ViewPort vp, int w, int h) {
material = new Material(assets, "Common/MatDefs/Post/DepthOfField.j3md");
material.setFloat("FocusDistance", focusDistance);
material.setFloat("FocusRange", focusRange);
xScale = 1.0f / w;
yScale = 1.0f / h;
material.setFloat("XScale", blurScale * xScale);
material.setFloat("YScale", blurScale * yScale);
}
/**
* Sets the distance at which objects are purely in focus.
*/
public void setFocusDistance(float f) {
this.focusDistance = f;
if (material != null) {
material.setFloat("FocusDistance", focusDistance);
}
}
/**
* returns the focus distance
* @return
*/
public float getFocusDistance() {
return focusDistance;
}
/**
* Sets the range to either side of focusDistance where the
* objects go gradually out of focus. Less than focusDistance - focusRange
* and greater than focusDistance + focusRange, objects are maximally "blurred".
*/
public void setFocusRange(float f) {
this.focusRange = f;
if (material != null) {
material.setFloat("FocusRange", focusRange);
}
}
/**
* returns the focus range
* @return
*/
public float getFocusRange() {
return focusRange;
}
/**
* Sets the blur amount by scaling the convolution filter up or
* down. A value of 1 (the default) performs a sparse 5x5 evenly
* distribubted convolution at pixel level accuracy. Higher values skip
* more pixels, and so on until you are no longer blurring the image
* but simply hashing it.
*
* The sparse convolution is as follows:
*%MINIFYHTMLc3d0cd9fab65de6875a381fd3f83e1b338%*
* Where 'x' is the texel being modified. Setting blur scale higher
* than 1 spaces the samples out.
*/
public void setBlurScale(float f) {
this.blurScale = f;
if (material != null) {
material.setFloat("XScale", blurScale * xScale);
material.setFloat("YScale", blurScale * yScale);
}
}
/**
* returns the blur scale
* @return
*/
public float getBlurScale() {
return blurScale;
}
}

@ -1,95 +0,0 @@
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.ViewPort;
/**
* <a href="http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/" rel="nofollow">http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-<span class="domtooltips" title="OpenGL (Open Graphics Library) is a standard specification defining a cross-language, cross-platform API for writing applications that produce 2D and 3D computer graphics." id="domtooltipsspan11">opengl</span>-test-radeon-geforce/3/</a>
* <a href="http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf" rel="nofollow">http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf</a>
*
* @author Phate666 (adapted to jme3)
*
*/
public class FXAAFilter extends Filter {
private float subPixelShift = 1.0f / 4.0f;
private float vxOffset = 0.0f;
private float spanMax = 8.0f;
private float reduceMul = 1.0f / 8.0f;
public FXAAFilter() {
super("FXAAFilter");
}
@Override
protected void initFilter(AssetManager manager,
RenderManager renderManager, ViewPort vp, int w, int h) {
material = new Material(manager, "Common/MatDefs/Post/FXAA.j3md");
material.setFloat("SubPixelShift", subPixelShift);
material.setFloat("VxOffset", vxOffset);
material.setFloat("SpanMax", spanMax);
material.setFloat("ReduceMul", reduceMul);
}
@Override
protected Material getMaterial() {
return material;
}
public void setSpanMax(float spanMax) {
this.spanMax = spanMax;
if (material != null) {
material.setFloat("SpanMax", this.spanMax);
}
}
/**
* set to 0.0f for higher quality
*
* @param subPixelShift
*/
public void setSubPixelShift(float subPixelShift) {
this.subPixelShift = subPixelShift;
if (material != null) {
material.setFloat("SubPixelShif", this.subPixelShift);
}
}
/**
* set to 0.0f for higher quality
*
* @param reduceMul
*/
public void setReduceMul(float reduceMul) {
this.reduceMul = reduceMul;
if (material != null) {
material.setFloat("ReduceMul", this.reduceMul);
}
}
public void setVxOffset(float vxOffset) {
this.vxOffset = vxOffset;
if (material != null) {
material.setFloat("VxOffset", this.vxOffset);
}
}
public float getReduceMul() {
return reduceMul;
}
public float getSpanMax() {
return spanMax;
}
public float getSubPixelShift() {
return subPixelShift;
}
public float getVxOffset() {
return vxOffset;
}
}

@ -1,170 +0,0 @@
/*
* 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.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.material.Material;
import com.jme3.post.Filter;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import java.io.IOException;
/**
*
* Fade Filter allows you to make an animated fade effect on a scene.
* @author Rémy Bouquet aka Nehon
* implemented from boxjar implementation
* @see <a href="http://jmonkeyengine.org/groups/graphics/forum/topic/newbie-question-general-fade-inout-effect/#post-105559">http://jmonkeyengine.org/groups/graphics/forum/topic/newbie-question-general-fade-inout-effect/#post-105559</a>
*/
public class FadeFilter extends Filter {
private float value = 1;
private boolean playing = false;
private float direction = 1;
private float duration = 1;
/**
* Creates a FadeFilter
*/
public FadeFilter() {
super("Fade In/Out");
}
/**
* Creates a FadeFilter with the given duration
* @param duration
*/
public FadeFilter(float duration) {
this();
this.duration = duration;
}
@Override
protected Material getMaterial() {
material.setFloat("Value", value);
return material;
}
@Override
protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
material = new Material(manager, "Common/MatDefs/Post/Fade.j3md");
}
@Override
protected void preFrame(float tpf) {
if (playing) {
value += tpf * direction / duration;
if (direction > 0 && value > 1) {
value = 1;
playing = false;
setEnabled(false);
}
if (direction < 0 && value < 0) {
value = 0;
playing = false;
setEnabled(false);
}
}
}
/**
* returns the duration of the effect
* @return
*/
public float getDuration() {
return duration;
}
/**
* Sets the duration of the filter default is 1 second
* @param duration
*/
public void setDuration(float duration) {
this.duration = duration;
}
/**
* fades the scene in (black to scene)
*/
public void fadeIn() {
setEnabled(true);
direction = 1;
playing = true;
}
/**
* fades the scene out (scene to black)
*/
public void fadeOut() {
setEnabled(true);
direction = -1;
playing = true;
}
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule oc = ex.getCapsule(this);
oc.write(duration, "duration", 1);
}
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule ic = im.getCapsule(this);
duration = ic.readFloat("duration", 1);
}
/**
* return the current value of the fading
* can be used to chack if fade is complete (eg value=1)
* @return
*/
public float getValue() {
return value;
}
/**
* sets the fade value
* can be used to force complete black or compete scene
* @param value
*/
public void setValue(float value) {
this.value = value;
}
}

@ -1,172 +0,0 @@
/*
* 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.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.post.Filter;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import java.io.IOException;
/**
* A filter to render a fog effect
* @author Rémy Bouquet aka Nehon
*/
public class FogFilter extends Filter {
private ColorRGBA fogColor = ColorRGBA.White.clone();
private float fogDensity = 0.7f;
private float fogDistance = 1000;
/**
* Creates a FogFilter
*/
public FogFilter() {
super("FogFilter");
}
/**
* Create a fog filter
* @param fogColor the color of the fog (default is white)
* @param fogDensity the density of the fog (default is 0.7)
* @param fogDistance the distance of the fog (default is 1000)
*/
public FogFilter(ColorRGBA fogColor, float fogDensity, float fogDistance) {
this();
this.fogColor = fogColor;
this.fogDensity = fogDensity;
this.fogDistance = fogDistance;
}
@Override
protected boolean isRequiresDepthTexture() {
return true;
}
@Override
protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
material = new Material(manager, "Common/MatDefs/Post/Fog.j3md");
material.setColor("FogColor", fogColor);
material.setFloat("FogDensity", fogDensity);
material.setFloat("FogDistance", fogDistance);
}
@Override
protected Material getMaterial() {
return material;
}
/**
* returns the fog color
* @return
*/
public ColorRGBA getFogColor() {
return fogColor;
}
/**
* Sets the color of the fog
* @param fogColor
*/
public void setFogColor(ColorRGBA fogColor) {
if (material != null) {
material.setColor("FogColor", fogColor);
}
this.fogColor = fogColor;
}
/**
* returns the fog density
* @return
*/
public float getFogDensity() {
return fogDensity;
}
/**
* Sets the density of the fog, a high value gives a thick fog
* @param fogColor
*/
public void setFogDensity(float fogDensity) {
if (material != null) {
material.setFloat("FogDensity", fogDensity);
}
this.fogDensity = fogDensity;
}
/**
* returns the fog distance
* @return
*/
public float getFogDistance() {
return fogDistance;
}
/**
* the distance of the fog. the higer the value the distant the fog looks
* @param fogDistance
*/
public void setFogDistance(float fogDistance) {
if (material != null) {
material.setFloat("FogDistance", fogDistance);
}
this.fogDistance = fogDistance;
}
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule oc = ex.getCapsule(this);
oc.write(fogColor, "fogColor", ColorRGBA.White.clone());
oc.write(fogDensity, "fogDensity", 0.7f);
oc.write(fogDistance, "fogDistance", 1000);
}
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule ic = im.getCapsule(this);
fogColor = (ColorRGBA) ic.readSavable("fogColor", ColorRGBA.White.clone());
fogDensity = ic.readFloat("fogDensity", 0.7f);
fogDistance = ic.readFloat("fogDistance", 1000);
}
}

@ -1,78 +0,0 @@
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.ViewPort;
/**
*
* @author Phate666
* @version 1.0 initial version
* @version 1.1 added luma
*/
public class GammaCorrectionFilter extends Filter
{
private float gamma = 2.0f;
private boolean computeLuma = false;
public GammaCorrectionFilter()
{
super("GammaCorrectionFilter");
}
public GammaCorrectionFilter(float gamma)
{
this();
this.setGamma(gamma);
}
@Override
protected Material getMaterial()
{
return material;
}
@Override
protected void initFilter(AssetManager manager,
RenderManager renderManager, ViewPort vp, int w, int h)
{
material = new Material(manager,
"Common/MatDefs/Post/GammaCorrection.j3md");
material.setFloat("gamma", gamma);
material.setBoolean("computeLuma", computeLuma);
}
public float getGamma()
{
return gamma;
}
/**
* set to 0.0 to disable gamma correction
* @param gamma
*/
public void setGamma(float gamma)
{
if (material != null)
{
material.setFloat("gamma", gamma);
}
this.gamma = gamma;
}
public boolean isComputeLuma()
{
return computeLuma;
}
public void setComputeLuma(boolean computeLuma)
{
if (material != null)
{
material.setBoolean("computeLuma", computeLuma);
}
this.computeLuma = computeLuma;
}
}

@ -1,243 +0,0 @@
/*
* 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.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.material.Material;
import com.jme3.math.Vector3f;
import com.jme3.post.Filter;
import com.jme3.renderer.Camera;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import java.io.IOException;
/**
* LightScattering filters creates rays comming from a light sources
* This is often reffered as god rays.
*
* @author Rémy Bouquet aka Nehon
*/
public class LightScatteringFilter extends Filter {
private Vector3f lightPosition;
private Vector3f screenLightPos = new Vector3f();
private int nbSamples = 50;
private float blurStart = 0.02f;
private float blurWidth = 0.9f;
private float lightDensity = 1.4f;
private boolean adaptative = true;
Vector3f viewLightPos = new Vector3f();
private boolean display = true;
private float innerLightDensity;
/**
* creates a lightScaterring filter
*/
public LightScatteringFilter() {
super("Light Scattering");
}
/**
* Creates a lightScatteringFilter
* @param lightPosition
*/
public LightScatteringFilter(Vector3f lightPosition) {
this();
this.lightPosition = lightPosition;
}
@Override
protected boolean isRequiresDepthTexture() {
return true;
}
@Override
protected Material getMaterial() {
material.setVector3("LightPosition", screenLightPos);
material.setInt("NbSamples", nbSamples);
material.setFloat("BlurStart", blurStart);
material.setFloat("BlurWidth", blurWidth);
material.setFloat("LightDensity", innerLightDensity);
material.setBoolean("Display", display);
return material;
}
@Override
protected void postQueue(RenderManager renderManager, ViewPort viewPort) {
getClipCoordinates(lightPosition, screenLightPos, viewPort.getCamera());
// screenLightPos.x = screenLightPos.x / viewPort.getCamera().getWidth();
// screenLightPos.y = screenLightPos.y / viewPort.getCamera().getHeight();
viewPort.getCamera().getViewMatrix().mult(lightPosition, viewLightPos);
//System.err.println("viewLightPos "+viewLightPos);
display = screenLightPos.x < 1.6f && screenLightPos.x > -0.6f && screenLightPos.y < 1.6f && screenLightPos.y > -0.6f && viewLightPos.z < 0;
//System.err.println("camdir "+viewPort.getCamera().getDirection());
//System.err.println("lightPos "+lightPosition);
//System.err.println("screenLightPos "+screenLightPos);
if (adaptative) {
innerLightDensity = Math.max(lightDensity - Math.max(screenLightPos.x, screenLightPos.y), 0.0f);
} else {
innerLightDensity = lightDensity;
}
}
private Vector3f getClipCoordinates(Vector3f worldPosition, Vector3f store, Camera cam) {
float w = cam.getViewProjectionMatrix().multProj(worldPosition, store);
store.divideLocal(w);
store.x = ((store.x + 1f) * (cam.getViewPortRight() - cam.getViewPortLeft()) / 2f + cam.getViewPortLeft());
store.y = ((store.y + 1f) * (cam.getViewPortTop() - cam.getViewPortBottom()) / 2f + cam.getViewPortBottom());
store.z = (store.z + 1f) / 2f;
return store;
}
@Override
protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
material = new Material(manager, "Common/MatDefs/Post/LightScattering.j3md");
}
/**
* returns the blur start of the scattering
* see {@link setBlurStart(float blurStart)}
* @return
*/
public float getBlurStart() {
return blurStart;
}
/**
* sets the blur start<br>
* at which distance from the light source the effect starts default is 0.02
* @param blurStart
*/
public void setBlurStart(float blurStart) {
this.blurStart = blurStart;
}
/**
* returns the blur width<br>
* see {@link setBlurWidth(float blurWidth)}
* @return
*/
public float getBlurWidth() {
return blurWidth;
}
/**
* sets the blur width default is 0.9
* @param blurWidth
*/
public void setBlurWidth(float blurWidth) {
this.blurWidth = blurWidth;
}
/**
* retiurns the light density<br>
* see {@link setLightDensity(float lightDensity)}
*
* @return
*/
public float getLightDensity() {
return lightDensity;
}
/**
* sets how much the effect is visible over the rendered scene default is 1.4
* @param lightDensity
*/
public void setLightDensity(float lightDensity) {
this.lightDensity = lightDensity;
}
/**
* returns the light position
* @return
*/
public Vector3f getLightPosition() {
return lightPosition;
}
/**
* sets the light position
* @param lightPosition
*/
public void setLightPosition(Vector3f lightPosition) {
this.lightPosition = lightPosition;
}
/**
* returns the nmber of samples for the radial blur
* @return
*/
public int getNbSamples() {
return nbSamples;
}
/**
* sets the number of samples for the radial blur default is 50
* the higher the value the higher the quality, but the slower the performances.
* @param nbSamples
*/
public void setNbSamples(int nbSamples) {
this.nbSamples = nbSamples;
}
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule oc = ex.getCapsule(this);
oc.write(lightPosition, "lightPosition", Vector3f.ZERO);
oc.write(nbSamples, "nbSamples", 50);
oc.write(blurStart, "blurStart", 0.02f);
oc.write(blurWidth, "blurWidth", 0.9f);
oc.write(lightDensity, "lightDensity", 1.4f);
oc.write(adaptative, "adaptative", true);
}
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule ic = im.getCapsule(this);
lightPosition = (Vector3f) ic.readSavable("lightPosition", Vector3f.ZERO);
nbSamples = ic.readInt("nbSamples", 50);
blurStart = ic.readFloat("blurStart", 0.02f);
blurWidth = ic.readFloat("blurWidth", 0.9f);
lightDensity = ic.readFloat("lightDensity", 1.4f);
adaptative = ic.readBoolean("adaptative", true);
}
}

@ -1,147 +0,0 @@
/*
* 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.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;
/**
* Creates a posterization Filter
*/
public PosterizationFilter() {
super("PosterizationFilter");
}
/**
* Creates a posterization Filter with the given number of colors
* @param numColors
*/
public PosterizationFilter(int numColors) {
this();
this.numColors = numColors;
}
/**
* Creates a posterization Filter with the given number of colors and gamma
* @param numColors
* @param gamma
*/
public PosterizationFilter(int numColors, float gamma) {
this(numColors);
this.gamma = gamma;
}
@Override
protected 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
protected Material getMaterial() {
return material;
}
/**
* 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;
}
}

@ -1,156 +0,0 @@
/*
* 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.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.material.Material;
import com.jme3.post.Filter;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.shader.VarType;
import java.io.IOException;
/**
* Radially blurs the scene from the center of it
* @author Rémy Bouquet aka Nehon
*/
public class RadialBlurFilter extends Filter {
private float sampleDist = 1.0f;
private float sampleStrength = 2.2f;
private float[] samples = {-0.08f, -0.05f, -0.03f, -0.02f, -0.01f, 0.01f, 0.02f, 0.03f, 0.05f, 0.08f};
/**
* Creates a RadialBlurFilter
*/
public RadialBlurFilter() {
super("Radial blur");
}
/**
* Creates a RadialBlurFilter
* @param sampleDist the distance between samples
* @param sampleStrength the strenght of each sample
*/
public RadialBlurFilter(float sampleDist, float sampleStrength) {
this();
this.sampleDist = sampleDist;
this.sampleStrength = sampleStrength;
}
@Override
protected Material getMaterial() {
material.setFloat("SampleDist", sampleDist);
material.setFloat("SampleStrength", sampleStrength);
material.setParam("Samples", VarType.FloatArray, samples);
return material;
}
/**
* return the sample distance
* @return
*/
public float getSampleDistance() {
return sampleDist;
}
/**
* sets the samples distances default is 1
* @param sampleDist
*/
public void setSampleDistance(float sampleDist) {
this.sampleDist = sampleDist;
}
/**
*
* @return
* @deprecated use {@link getSampleDistance()}
*/
@Deprecated
public float getSampleDist() {
return sampleDist;
}
/**
*
* @param sampleDist
* @deprecated use {@link setSampleDistance(float sampleDist)}
*/
@Deprecated
public void setSampleDist(float sampleDist) {
this.sampleDist = sampleDist;
}
/**
* Returns the sample Strength
* @return
*/
public float getSampleStrength() {
return sampleStrength;
}
/**
* sets the sample streanght default is 2.2
* @param sampleStrength
*/
public void setSampleStrength(float sampleStrength) {
this.sampleStrength = sampleStrength;
}
@Override
protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
material = new Material(manager, "Common/MatDefs/Blur/RadialBlur.j3md");
}
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule oc = ex.getCapsule(this);
oc.write(sampleDist, "sampleDist", 1.0f);
oc.write(sampleStrength, "sampleStrength", 2.2f);
}
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule ic = im.getCapsule(this);
sampleDist = ic.readFloat("sampleDist", 1.0f);
sampleStrength = ic.readFloat("sampleStrength", 2.2f);
}
}

@ -1,80 +0,0 @@
/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
package com.jme3.post.filters;
import com.jme3.asset.AssetManager;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.post.Filter;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.Renderer;
import com.jme3.renderer.ViewPort;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.texture.FrameBuffer;
import com.jme3.texture.Texture2D;
/**
* A filter to handle translucent objects when rendering a scene with filters that uses depth like WaterFilter and SSAOFilter
* just create a TranslucentBucketFilter and add it to the Filter list of a FilterPostPorcessor
* @author Nehon
*/
public final class TranslucentBucketFilter extends Filter {
private RenderManager renderManager;
@Override
protected void initFilter(AssetManager manager, RenderManager rm, ViewPort vp, int w, int h) {
this.renderManager = rm;
material = new Material(manager, "Common/MatDefs/Post/Overlay.j3md");
material.setColor("Color", ColorRGBA.White);
Texture2D tex = processor.getFilterTexture();
material.setTexture("Texture", tex);
if (tex.getImage().getMultiSamples() > 1) {
material.setInt("NumSamples", tex.getImage().getMultiSamples());
} else {
material.clearParam("NumSamples");
}
renderManager.setHandleTranslucentBucket(false);
}
/**
* Override this method and return false if your Filter does not need the scene texture
* @return
*/
@Override
protected boolean isRequiresSceneTexture() {
return false;
}
@Override
protected void postFrame(RenderManager renderManager, ViewPort viewPort, FrameBuffer prevFilterBuffer, FrameBuffer sceneBuffer) {
renderManager.setCamera(viewPort.getCamera(), false);
if (prevFilterBuffer != sceneBuffer) {
renderManager.getRenderer().copyFrameBuffer(prevFilterBuffer, sceneBuffer, false);
}
renderManager.getRenderer().setFrameBuffer(sceneBuffer);
viewPort.getQueue().renderQueue(RenderQueue.Bucket.Translucent, renderManager, viewPort.getCamera());
}
@Override
protected void cleanUpFilter(Renderer r) {
if (renderManager != null) {
renderManager.setHandleTranslucentBucket(true);
}
}
@Override
protected Material getMaterial() {
return material;
}
@Override
public void setEnabled(boolean enabled) {
super.setEnabled(enabled);
if (renderManager != null) {
renderManager.setHandleTranslucentBucket(!enabled);
}
}
}

@ -1,326 +0,0 @@
/*
* 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.ssao;
import com.jme3.asset.AssetManager;
import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.material.Material;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.post.Filter;
import com.jme3.post.Filter.Pass;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.Renderer;
import com.jme3.renderer.ViewPort;
import com.jme3.shader.VarType;
import com.jme3.texture.Image.Format;
import com.jme3.texture.Texture;
import java.io.IOException;
import java.util.ArrayList;
/**
* SSAO stands for screen space ambient occlusion
* It's a technique that fake ambient lighting by computing shadows that near by objects would casts on each others
* under the effect of an ambient light
* more info on this in this blog post <a href="http://jmonkeyengine.org/2010/08/16/screen-space-ambient-occlusion-for-jmonkeyengine-3-0/">http://jmonkeyengine.org/2010/08/16/screen-space-ambient-occlusion-for-jmonkeyengine-3-0/</a>
*
* @author Rémy Bouquet aka Nehon
*/
public class SSAOFilter extends Filter {
private Pass normalPass;
private Vector3f frustumCorner;
private Vector2f frustumNearFar;
private Vector2f[] samples = {new Vector2f(1.0f, 0.0f), new Vector2f(-1.0f, 0.0f), new Vector2f(0.0f, 1.0f), new Vector2f(0.0f, -1.0f)};
private float sampleRadius = 5.1f;
private float intensity = 1.5f;
private float scale = 0.2f;
private float bias = 0.1f;
private boolean useOnlyAo = false;
private boolean useAo = true;
private Material ssaoMat;
private Pass ssaoPass;
// private Material downSampleMat;
// private Pass downSamplePass;
private float downSampleFactor = 1f;
/**
* Create a Screen Space Ambient Occlusion Filter
*/
public SSAOFilter() {
super("SSAOFilter");
}
/**
* Create a Screen Space Ambient Occlusion Filter
* @param sampleRadius The radius of the area where random samples will be picked. default 5.1f
* @param intensity intensity of the resulting AO. default 1.2f
* @param scale distance between occluders and occludee. default 0.2f
* @param bias the width of the occlusion cone considered by the occludee. default 0.1f
*/
public SSAOFilter(float sampleRadius, float intensity, float scale, float bias) {
this();
this.sampleRadius = sampleRadius;
this.intensity = intensity;
this.scale = scale;
this.bias = bias;
}
@Override
protected boolean isRequiresDepthTexture() {
return true;
}
@Override
protected void postQueue(RenderManager renderManager, ViewPort viewPort) {
Renderer r = renderManager.getRenderer();
r.setFrameBuffer(normalPass.getRenderFrameBuffer());
renderManager.getRenderer().clearBuffers(true, true, true);
renderManager.setForcedTechnique("PreNormalPass");
renderManager.renderViewPortQueues(viewPort, false);
renderManager.setForcedTechnique(null);
renderManager.getRenderer().setFrameBuffer(viewPort.getOutputFrameBuffer());
}
@Override
protected Material getMaterial() {
return material;
}
@Override
protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
int screenWidth = w;
int screenHeight = h;
postRenderPasses = new ArrayList<Pass>();
normalPass = new Pass();
normalPass.init(renderManager.getRenderer(), (int) (screenWidth / downSampleFactor), (int) (screenHeight / downSampleFactor), Format.RGBA8, Format.Depth);
frustumNearFar = new Vector2f();
float farY = (vp.getCamera().getFrustumTop() / vp.getCamera().getFrustumNear()) * vp.getCamera().getFrustumFar();
float farX = farY * ((float) screenWidth / (float) screenHeight);
frustumCorner = new Vector3f(farX, farY, vp.getCamera().getFrustumFar());
frustumNearFar.x = vp.getCamera().getFrustumNear();
frustumNearFar.y = vp.getCamera().getFrustumFar();
//ssao Pass
ssaoMat = new Material(manager, "Common/MatDefs/SSAO/ssao.j3md");
ssaoMat.setTexture("Normals", normalPass.getRenderedTexture());
Texture random = manager.loadTexture("Common/MatDefs/SSAO/Textures/random.png");
random.setWrap(Texture.WrapMode.Repeat);
ssaoMat.setTexture("RandomMap", random);
ssaoPass = new Pass() {
@Override
public boolean requiresDepthAsTexture() {
return true;
}
};
ssaoPass.init(renderManager.getRenderer(), (int) (screenWidth / downSampleFactor), (int) (screenHeight / downSampleFactor), Format.RGBA8, Format.Depth, 1, ssaoMat);
ssaoPass.getRenderedTexture().setMinFilter(Texture.MinFilter.Trilinear);
ssaoPass.getRenderedTexture().setMagFilter(Texture.MagFilter.Bilinear);
postRenderPasses.add(ssaoPass);
material = new Material(manager, "Common/MatDefs/SSAO/ssaoBlur.j3md");
material.setTexture("SSAOMap", ssaoPass.getRenderedTexture());
ssaoMat.setVector3("FrustumCorner", frustumCorner);
ssaoMat.setFloat("SampleRadius", sampleRadius);
ssaoMat.setFloat("Intensity", intensity);
ssaoMat.setFloat("Scale", scale);
ssaoMat.setFloat("Bias", bias);
material.setBoolean("UseAo", useAo);
material.setBoolean("UseOnlyAo", useOnlyAo);
ssaoMat.setVector2("FrustumNearFar", frustumNearFar);
material.setVector2("FrustumNearFar", frustumNearFar);
ssaoMat.setParam("Samples", VarType.Vector2Array, samples);
float xScale = 1.0f / w;
float yScale = 1.0f / h;
float blurScale = 2f;
material.setFloat("XScale", blurScale * xScale);
material.setFloat("YScale", blurScale * yScale);
}
/**
* Return the bias<br>
* see {@link setBias(float bias)}
* @return
*/
public float getBias() {
return bias;
}
/**
* Sets the the width of the occlusion cone considered by the occludee default is 0.1f
* @param bias
*/
public void setBias(float bias) {
this.bias = bias;
if (ssaoMat != null) {
ssaoMat.setFloat("Bias", bias);
}
}
/**
* returns the ambient occlusion intensity
* @return
*/
public float getIntensity() {
return intensity;
}
/**
* Sets the Ambient occlusion intensity default is 1.2f
* @param intensity
*/
public void setIntensity(float intensity) {
this.intensity = intensity;
if (ssaoMat != null) {
ssaoMat.setFloat("Intensity", intensity);
}
}
/**
* returns the sample radius<br>
* see {link setSampleRadius(float sampleRadius)}
* @return
*/
public float getSampleRadius() {
return sampleRadius;
}
/**
* Sets the radius of the area where random samples will be picked dafault 5.1f
* @param sampleRadius
*/
public void setSampleRadius(float sampleRadius) {
this.sampleRadius = sampleRadius;
if (ssaoMat != null) {
ssaoMat.setFloat("SampleRadius", sampleRadius);
}
}
/**
* returns the scale<br>
* see {@link setScale(float scale)}
* @return
*/
public float getScale() {
return scale;
}
/**
*
* Returns the distance between occluders and occludee. default 0.2f
* @param scale
*/
public void setScale(float scale) {
this.scale = scale;
if (ssaoMat != null) {
ssaoMat.setFloat("Scale", scale);
}
}
/**
* debugging only , will be removed
* @return
*/
public boolean isUseAo() {
return useAo;
}
/**
* debugging only , will be removed
* @return
*/
public void setUseAo(boolean useAo) {
this.useAo = useAo;
if (material != null) {
material.setBoolean("UseAo", useAo);
}
}
/**
* debugging only , will be removed
* @return
*/
public boolean isUseOnlyAo() {
return useOnlyAo;
}
/**
* debugging only , will be removed
* @return
*/
public void setUseOnlyAo(boolean useOnlyAo) {
this.useOnlyAo = useOnlyAo;
if (material != null) {
material.setBoolean("UseOnlyAo", useOnlyAo);
}
}
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule oc = ex.getCapsule(this);
oc.write(sampleRadius, "sampleRadius", 5.1f);
oc.write(intensity, "intensity", 1.5f);
oc.write(scale, "scale", 0.2f);
oc.write(bias, "bias", 0.1f);
}
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule ic = im.getCapsule(this);
sampleRadius = ic.readFloat("sampleRadius", 5.1f);
intensity = ic.readFloat("intensity", 1.5f);
scale = ic.readFloat("scale", 0.2f);
bias = ic.readFloat("bias", 0.1f);
}
}

@ -1,216 +0,0 @@
/*
* 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.shadow;
import com.jme3.asset.AssetManager;
import com.jme3.material.Material;
import com.jme3.math.Vector3f;
import com.jme3.post.SceneProcessor;
import com.jme3.renderer.Camera;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.Renderer;
import com.jme3.renderer.ViewPort;
import com.jme3.renderer.queue.GeometryList;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.texture.FrameBuffer;
import com.jme3.texture.Image.Format;
import com.jme3.texture.Texture2D;
import com.jme3.ui.Picture;
/**
* BasicShadowRenderer uses standard shadow mapping with one map
* it's useful to render shadows in a small scene, but edges might look a bit jagged.
*
* @author Kirill Vainer
*/
public class BasicShadowRenderer implements SceneProcessor {
private RenderManager renderManager;
private ViewPort viewPort;
private FrameBuffer shadowFB;
private Texture2D shadowMap;
private Camera shadowCam;
private Material preshadowMat;
private Material postshadowMat;
private Picture dispPic = new Picture("Picture");
private boolean noOccluders = false;
private Vector3f[] points = new Vector3f[8];
private Vector3f direction = new Vector3f();
/**
* Creates a BasicShadowRenderer
* @param manager the asset manager
* @param size the size of the shadow map (the map is square)
*/
public BasicShadowRenderer(AssetManager manager, int size) {
shadowFB = new FrameBuffer(size, size, 1);
shadowMap = new Texture2D(size, size, Format.Depth);
shadowFB.setDepthTexture(shadowMap);
shadowCam = new Camera(size, size);
preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
postshadowMat = new Material(manager, "Common/MatDefs/Shadow/PostShadow.j3md");
postshadowMat.setTexture("ShadowMap", shadowMap);
dispPic.setTexture(manager, shadowMap, false);
for (int i = 0; i < points.length; i++) {
points[i] = new Vector3f();
}
}
public void initialize(RenderManager rm, ViewPort vp) {
renderManager = rm;
viewPort = vp;
reshape(vp, vp.getCamera().getWidth(), vp.getCamera().getHeight());
}
public boolean isInitialized() {
return viewPort != null;
}
/**
* returns the light direction used for this processor
* @return
*/
public Vector3f getDirection() {
return direction;
}
/**
* sets the light direction to use to computs shadows
* @param direction
*/
public void setDirection(Vector3f direction) {
this.direction.set(direction).normalizeLocal();
}
/**
* debug only
* @return
*/
public Vector3f[] getPoints() {
return points;
}
/**
* debug only
* returns the shadow camera
* @return
*/
public Camera getShadowCamera() {
return shadowCam;
}
public void postQueue(RenderQueue rq) {
GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);
if (occluders.size() == 0) {
noOccluders = true;
return;
} else {
noOccluders = false;
}
GeometryList receivers = rq.getShadowQueueContent(ShadowMode.Receive);
// update frustum points based on current camera
Camera viewCam = viewPort.getCamera();
ShadowUtil.updateFrustumPoints(viewCam,
viewCam.getFrustumNear(),
viewCam.getFrustumFar(),
1.0f,
points);
Vector3f frustaCenter = new Vector3f();
for (Vector3f point : points) {
frustaCenter.addLocal(point);
}
frustaCenter.multLocal(1f / 8f);
// update light direction
shadowCam.setProjectionMatrix(null);
shadowCam.setParallelProjection(true);
// shadowCam.setFrustumPerspective(45, 1, 1, 20);
shadowCam.lookAtDirection(direction, Vector3f.UNIT_Y);
shadowCam.update();
shadowCam.setLocation(frustaCenter);
shadowCam.update();
shadowCam.updateViewProjection();
// render shadow casters to shadow map
ShadowUtil.updateShadowCamera(occluders, receivers, shadowCam, points);
Renderer r = renderManager.getRenderer();
renderManager.setCamera(shadowCam, false);
renderManager.setForcedMaterial(preshadowMat);
r.setFrameBuffer(shadowFB);
r.clearBuffers(false, true, false);
viewPort.getQueue().renderShadowQueue(ShadowMode.Cast, renderManager, shadowCam, true);
r.setFrameBuffer(viewPort.getOutputFrameBuffer());
renderManager.setForcedMaterial(null);
renderManager.setCamera(viewCam, false);
}
/**
* debug only
* @return
*/
public Picture getDisplayPicture() {
return dispPic;
}
public void postFrame(FrameBuffer out) {
if (!noOccluders) {
postshadowMat.setMatrix4("LightViewProjectionMatrix", shadowCam.getViewProjectionMatrix());
renderManager.setForcedMaterial(postshadowMat);
viewPort.getQueue().renderShadowQueue(ShadowMode.Receive, renderManager, viewPort.getCamera(), true);
renderManager.setForcedMaterial(null);
}
}
public void preFrame(float tpf) {
}
public void cleanup() {
}
public void reshape(ViewPort vp, int w, int h) {
dispPic.setPosition(w / 20f, h / 20f);
dispPic.setWidth(w / 5f);
dispPic.setHeight(h / 5f);
}
}

@ -1,539 +0,0 @@
/*
* Copyright (c) 2009-2010 jMonkeyEngine All rights reserved.
* <p/>
* 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.
* <p/>
* * 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.
* <p/>
* * 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.
* <p/>
* 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.shadow;
import com.jme3.asset.AssetManager;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Matrix4f;
import com.jme3.math.Vector3f;
import com.jme3.post.SceneProcessor;
import com.jme3.renderer.Camera;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.Renderer;
import com.jme3.renderer.ViewPort;
import com.jme3.renderer.queue.GeometryList;
import com.jme3.renderer.queue.OpaqueComparator;
import com.jme3.renderer.queue.RenderQueue;
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.texture.FrameBuffer;
import com.jme3.texture.Image.Format;
import com.jme3.texture.Texture.MagFilter;
import com.jme3.texture.Texture.MinFilter;
import com.jme3.texture.Texture.ShadowCompareMode;
import com.jme3.texture.Texture2D;
import com.jme3.ui.Picture;
/**
* PssmShadow renderer use Parrallel Split Shadow Mapping technique (pssm)<br>
* It splits the view frustum in several parts and compute a shadow map for each
* one.<br> splits are distributed so that the closer they are from the camera,
* the smaller they are to maximize the resolution used of the shadow map.<br>
* This result in a better quality shadow than standard shadow mapping.<br> for
* more informations on this read this
* <a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
* <p/>
* @author Rémy Bouquet aka Nehon
*/
public class PssmShadowRenderer implements SceneProcessor {
/**
* <code>FilterMode</code> specifies how shadows are filtered
*/
public enum FilterMode {
/**
* Shadows are not filtered. Nearest sample is used, causing in blocky
* shadows.
*/
Nearest,
/**
* Bilinear filtering is used. Has the potential of being hardware
* accelerated on some GPUs
*/
Bilinear,
/**
* Dither-based sampling is used, very cheap but can look bad
* at low resolutions.
*/
Dither,
/**
* 4x4 percentage-closer filtering is used. Shadows will be smoother
* at the cost of performance
*/
PCF4,
/**
* 8x8 percentage-closer filtering is used. Shadows will be smoother
* at the cost of performance
*/
PCF8
}
/**
* Specifies the shadow comparison mode
*/
public enum CompareMode {
/**
* Shadow depth comparisons are done by using shader code
*/
Software,
/**
* Shadow depth comparisons are done by using the GPU's dedicated
* shadowing pipeline.
*/
Hardware;
}
private int nbSplits = 3;
private float lambda = 0.65f;
private float shadowIntensity = 0.7f;
private float zFarOverride = 0;
private RenderManager renderManager;
private ViewPort viewPort;
private FrameBuffer[] shadowFB;
private Texture2D[] shadowMaps;
private Texture2D dummyTex;
private Camera shadowCam;
private Material preshadowMat;
private Material postshadowMat;
private GeometryList splitOccluders = new GeometryList(new OpaqueComparator());
private Matrix4f[] lightViewProjectionsMatrices;
private ColorRGBA splits;
private float[] splitsArray;
private boolean noOccluders = false;
private Vector3f direction = new Vector3f();
private AssetManager assetManager;
private boolean debug = false;
private float edgesThickness = 1.0f;
private FilterMode filterMode;
private CompareMode compareMode;
private Picture[] dispPic;
private Vector3f[] points = new Vector3f[8];
private boolean flushQueues = true;
/**
* Create a PSSM Shadow Renderer
* More info on the technique at <a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a>
* @param manager the application asset manager
* @param size the size of the rendered shadowmaps (512,1024,2048, etc...)
* @param nbSplits the number of shadow maps rendered (the more shadow maps the more quality, the less fps).
*/
public PssmShadowRenderer(AssetManager manager, int size, int nbSplits) {
assetManager = manager;
nbSplits = Math.max(Math.min(nbSplits, 4), 1);
this.nbSplits = nbSplits;
shadowFB = new FrameBuffer[nbSplits];
shadowMaps = new Texture2D[nbSplits];
dispPic = new Picture[nbSplits];
lightViewProjectionsMatrices = new Matrix4f[nbSplits];
splits = new ColorRGBA();
splitsArray = new float[nbSplits + 1];
//DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
dummyTex = new Texture2D(size, size, Format.RGBA8);
preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
postshadowMat = new Material(manager, "Common/MatDefs/Shadow/PostShadowPSSM.j3md");
for (int i = 0; i < nbSplits; i++) {
lightViewProjectionsMatrices[i] = new Matrix4f();
shadowFB[i] = new FrameBuffer(size, size, 1);
shadowMaps[i] = new Texture2D(size, size, Format.Depth);
shadowFB[i].setDepthTexture(shadowMaps[i]);
//DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
shadowFB[i].setColorTexture(dummyTex);
postshadowMat.setTexture("ShadowMap" + i, shadowMaps[i]);
//quads for debuging purpose
dispPic[i] = new Picture("Picture" + i);
dispPic[i].setTexture(manager, shadowMaps[i], false);
}
setCompareMode(CompareMode.Hardware);
setFilterMode(FilterMode.Bilinear);
setShadowIntensity(0.7f);
shadowCam = new Camera(size, size);
shadowCam.setParallelProjection(true);
for (int i = 0; i < points.length; i++) {
points[i] = new Vector3f();
}
}
/**
* Sets the filtering mode for shadow edges see {@link FilterMode} for more info
* @param filterMode
*/
public void setFilterMode(FilterMode filterMode) {
if (filterMode == null) {
throw new NullPointerException();
}
if (this.filterMode == filterMode) {
return;
}
this.filterMode = filterMode;
postshadowMat.setInt("FilterMode", filterMode.ordinal());
postshadowMat.setFloat("PCFEdge", edgesThickness);
if (compareMode == CompareMode.Hardware) {
for (Texture2D shadowMap : shadowMaps) {
if (filterMode == FilterMode.Bilinear) {
shadowMap.setMagFilter(MagFilter.Bilinear);
shadowMap.setMinFilter(MinFilter.BilinearNoMipMaps);
} else {
shadowMap.setMagFilter(MagFilter.Nearest);
shadowMap.setMinFilter(MinFilter.NearestNoMipMaps);
}
}
}
}
/**
* sets the shadow compare mode see {@link CompareMode} for more info
* @param compareMode
*/
public void setCompareMode(CompareMode compareMode) {
if (compareMode == null) {
throw new NullPointerException();
}
if (this.compareMode == compareMode) {
return;
}
this.compareMode = compareMode;
for (Texture2D shadowMap : shadowMaps) {
if (compareMode == CompareMode.Hardware) {
shadowMap.setShadowCompareMode(ShadowCompareMode.LessOrEqual);
if (filterMode == FilterMode.Bilinear) {
shadowMap.setMagFilter(MagFilter.Bilinear);
shadowMap.setMinFilter(MinFilter.BilinearNoMipMaps);
} else {
shadowMap.setMagFilter(MagFilter.Nearest);
shadowMap.setMinFilter(MinFilter.NearestNoMipMaps);
}
} else {
shadowMap.setShadowCompareMode(ShadowCompareMode.Off);
shadowMap.setMagFilter(MagFilter.Nearest);
shadowMap.setMinFilter(MinFilter.NearestNoMipMaps);
}
}
postshadowMat.setBoolean("HardwareShadows", compareMode == CompareMode.Hardware);
}
//debug function that create a displayable frustrum
private Geometry createFrustum(Vector3f[] pts, int i) {
WireFrustum frustum = new WireFrustum(pts);
Geometry frustumMdl = new Geometry("f", frustum);
frustumMdl.setCullHint(Spatial.CullHint.Never);
frustumMdl.setShadowMode(ShadowMode.Off);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat.getAdditionalRenderState().setWireframe(true);
frustumMdl.setMaterial(mat);
switch (i) {
case 0:
frustumMdl.getMaterial().setColor("Color", ColorRGBA.Pink);
break;
case 1:
frustumMdl.getMaterial().setColor("Color", ColorRGBA.Red);
break;
case 2:
frustumMdl.getMaterial().setColor("Color", ColorRGBA.Green);
break;
case 3:
frustumMdl.getMaterial().setColor("Color", ColorRGBA.Blue);
break;
default:
frustumMdl.getMaterial().setColor("Color", ColorRGBA.White);
break;
}
frustumMdl.updateGeometricState();
return frustumMdl;
}
public void initialize(RenderManager rm, ViewPort vp) {
renderManager = rm;
viewPort = vp;
}
public boolean isInitialized() {
return viewPort != null;
}
/**
* returns the light direction used by the processor
* @return
*/
public Vector3f getDirection() {
return direction;
}
/**
* Sets the light direction to use to compute shadows
* @param direction
*/
public void setDirection(Vector3f direction) {
this.direction.set(direction).normalizeLocal();
}
@SuppressWarnings("fallthrough")
public void postQueue(RenderQueue rq) {
GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);
if (occluders.size() == 0) {
return;
}
GeometryList receivers = rq.getShadowQueueContent(ShadowMode.Receive);
if (receivers.size() == 0) {
return;
}
Camera viewCam = viewPort.getCamera();
float zFar = zFarOverride;
if (zFar == 0) {
zFar = viewCam.getFrustumFar();
}
//We prevent computing the frustum points and splits with zeroed or negative near clip value
float frustumNear = Math.max(viewCam.getFrustumNear(), 0.001f);
ShadowUtil.updateFrustumPoints(viewCam, frustumNear, zFar, 1.0f, points);
//shadowCam.setDirection(direction);
shadowCam.getRotation().lookAt(direction, shadowCam.getUp());
shadowCam.update();
shadowCam.updateViewProjection();
PssmShadowUtil.updateFrustumSplits(splitsArray, frustumNear, zFar, lambda);
switch (splitsArray.length) {
case 5:
splits.a = splitsArray[4];
case 4:
splits.b = splitsArray[3];
case 3:
splits.g = splitsArray[2];
case 2:
case 1:
splits.r = splitsArray[1];
break;
}
Renderer r = renderManager.getRenderer();
renderManager.setForcedMaterial(preshadowMat);
renderManager.setForcedTechnique("PreShadow");
for (int i = 0; i < nbSplits; i++) {
// update frustum points based on current camera and split
ShadowUtil.updateFrustumPoints(viewCam, splitsArray[i], splitsArray[i + 1], 1.0f, points);
//Updating shadow cam with curent split frustra
ShadowUtil.updateShadowCamera(occluders, receivers, shadowCam, points, splitOccluders);
//saving light view projection matrix for this split
lightViewProjectionsMatrices[i] = shadowCam.getViewProjectionMatrix().clone();
renderManager.setCamera(shadowCam, false);
r.setFrameBuffer(shadowFB[i]);
r.clearBuffers(false, true, false);
// render shadow casters to shadow map
viewPort.getQueue().renderShadowQueue(splitOccluders, renderManager, shadowCam, true);
}
if (flushQueues) {
occluders.clear();
}
//restore setting for future rendering
r.setFrameBuffer(viewPort.getOutputFrameBuffer());
renderManager.setForcedMaterial(null);
renderManager.setForcedTechnique(null);
renderManager.setCamera(viewCam, false);
}
//debug only : displays depth shadow maps
private void displayShadowMap(Renderer r) {
Camera cam = viewPort.getCamera();
renderManager.setCamera(cam, true);
int h = cam.getHeight();
for (int i = 0; i < dispPic.length; i++) {
dispPic[i].setPosition(64 * (i + 1) + 128 * i, h / 20f);
dispPic[i].setWidth(128);
dispPic[i].setHeight(128);
dispPic[i].updateGeometricState();
renderManager.renderGeometry(dispPic[i]);
}
renderManager.setCamera(cam, false);
}
/**For dubuging purpose
* Allow to "snapshot" the current frustrum to the scene
*/
public void displayDebug() {
debug = true;
}
public void postFrame(FrameBuffer out) {
Camera cam = viewPort.getCamera();
if (!noOccluders) {
postshadowMat.setColor("Splits", splits);
for (int i = 0; i < nbSplits; i++) {
postshadowMat.setMatrix4("LightViewProjectionMatrix" + i, lightViewProjectionsMatrices[i]);
}
renderManager.setForcedMaterial(postshadowMat);
viewPort.getQueue().renderShadowQueue(ShadowMode.Receive, renderManager, cam, flushQueues);
renderManager.setForcedMaterial(null);
renderManager.setCamera(cam, false);
}
if (debug) {
displayShadowMap(renderManager.getRenderer());
}
}
public void preFrame(float tpf) {
}
public void cleanup() {
}
public void reshape(ViewPort vp, int w, int h) {
}
/**
* returns the labda parameter<br>
* see {@link setLambda(float lambda)}
* @return lambda
*/
public float getLambda() {
return lambda;
}
/*
* Adjust the repartition of the different shadow maps in the shadow extend
* usualy goes from 0.0 to 1.0
* a low value give a more linear repartition resulting in a constant quality in the shadow over the extends, but near shadows could look very jagged
* a high value give a more logarithmic repartition resulting in a high quality for near shadows, but the quality quickly decrease over the extend.
* the default value is set to 0.65f (theoric optimal value).
* @param lambda the lambda value.
*/
public void setLambda(float lambda) {
this.lambda = lambda;
}
/**
* How far the shadows are rendered in the view
* see {@link setShadowZExtend(float zFar)}
* @return shadowZExtend
*/
public float getShadowZExtend() {
return zFarOverride;
}
/**
* Set the distance from the eye where the shadows will be rendered
* default value is dynamicaly computed to the shadow casters/receivers union bound zFar, capped to view frustum far value.
* @param zFar the zFar values that override the computed one
*/
public void setShadowZExtend(float zFar) {
this.zFarOverride = zFar;
}
/**
* returns the shdaow intensity<br>
* see {@link setShadowIntensity(float shadowIntensity)}
* @return shadowIntensity
*/
public float getShadowIntensity() {
return shadowIntensity;
}
/**
* Set the shadowIntensity, the value should be between 0 and 1,
* a 0 value gives a bright and invisilble shadow,
* a 1 value gives a pitch black shadow,
* default is 0.7
* @param shadowIntensity the darkness of the shadow
*/
public void setShadowIntensity(float shadowIntensity) {
this.shadowIntensity = shadowIntensity;
postshadowMat.setFloat("ShadowIntensity", shadowIntensity);
}
/**
* returns the edges thickness <br>
* see {@link setEdgesThickness(int edgesThickness)}
* @return edgesThickness
*/
public int getEdgesThickness() {
return (int) (edgesThickness * 10);
}
/**
* Sets the shadow edges thickness. default is 1, setting it to lower values can help to reduce the jagged effect of the shadow edges
* @param edgesThickness
*/
public void setEdgesThickness(int edgesThickness) {
this.edgesThickness = Math.max(1, Math.min(edgesThickness, 10));
this.edgesThickness *= 0.1f;
postshadowMat.setFloat("PCFEdge", edgesThickness);
}
/**
* returns true if the PssmRenderer flushed the shadow queues
* @return flushQueues
*/
public boolean isFlushQueues() {
return flushQueues;
}
/**
* Set this to false if you want to use several PssmRederers to have multiple shadows cast by multiple light sources.
* Make sure the last PssmRenderer in the stack DO flush the queues, but not the others
* @param flushQueues
*/
public void setFlushQueues(boolean flushQueues) {
this.flushQueues = flushQueues;
}
}

@ -1,81 +0,0 @@
/*
* 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.shadow;
import com.jme3.bounding.BoundingBox;
import com.jme3.math.FastMath;
import com.jme3.math.Matrix4f;
import com.jme3.renderer.Camera;
import com.jme3.renderer.queue.GeometryList;
import static java.lang.Math.max;
import static java.lang.Math.min;
/**
* Includes various useful shadow mapping functions.
*
* @see
* <ul>
* <li><a href="http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/">http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/</a></li>
* <li><a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a></li>
* </ul>
* for more info.
*/
public final class PssmShadowUtil {
/**
* Updates the frustum splits stores in <code>splits</code> using PSSM.
*/
public static void updateFrustumSplits(float[] splits, float near, float far, float lambda) {
for (int i = 0; i < splits.length; i++) {
float IDM = i / (float) splits.length;
float log = near * FastMath.pow((far / near), IDM);
float uniform = near + (far - near) * IDM;
splits[i] = log * lambda + uniform * (1.0f - lambda);
}
// This is used to improve the correctness of the calculations. Our main near- and farplane
// of the camera always stay the same, no matter what happens.
splits[0] = near;
splits[splits.length - 1] = far;
}
/**
* Compute the Zfar in the model vieuw to adjust the Zfar distance for the splits calculation
*/
public static float computeZFar(GeometryList occ, GeometryList recv, Camera cam) {
Matrix4f mat = cam.getViewMatrix();
BoundingBox bbOcc = ShadowUtil.computeUnionBound(occ, mat);
BoundingBox bbRecv = ShadowUtil.computeUnionBound(recv, mat);
return min(max(bbOcc.getZExtent() - bbOcc.getCenter().z, bbRecv.getZExtent() - bbRecv.getCenter().z), cam.getFrustumFar());
}
}

@ -1,75 +0,0 @@
/*
* 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.shadow;
import com.jme3.light.DirectionalLight;
import com.jme3.light.Light;
import com.jme3.light.PointLight;
import com.jme3.math.Vector3f;
import com.jme3.renderer.Camera;
/**
* Creates a camera according to a light
* Handy to compute projection matrix of a light
* @author Kirill Vainer
*/
public class ShadowCamera {
private Vector3f[] points = new Vector3f[8];
private Light target;
public ShadowCamera(Light target) {
this.target = target;
for (int i = 0; i < points.length; i++) {
points[i] = new Vector3f();
}
}
/**
* Updates the camera view direction and position based on the light
*/
public void updateLightCamera(Camera lightCam) {
if (target.getType() == Light.Type.Directional) {
DirectionalLight dl = (DirectionalLight) target;
lightCam.setParallelProjection(true);
lightCam.setLocation(Vector3f.ZERO);
lightCam.lookAtDirection(dl.getDirection(), Vector3f.UNIT_Y);
lightCam.setFrustum(-1, 1, -1, 1, 1, -1);
} else {
PointLight pl = (PointLight) target;
lightCam.setParallelProjection(false);
lightCam.setLocation(pl.getPosition());
// direction will have to be calculated automatically
lightCam.setFrustumPerspective(45, 1, 1, 300);
}
}
}

@ -1,486 +0,0 @@
/*
* 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.shadow;
import com.jme3.bounding.BoundingBox;
import com.jme3.bounding.BoundingVolume;
import com.jme3.math.Matrix4f;
import com.jme3.math.Transform;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
import com.jme3.renderer.Camera;
import com.jme3.renderer.queue.GeometryList;
import com.jme3.scene.Geometry;
import static java.lang.Math.max;
import static java.lang.Math.min;
import java.util.ArrayList;
import java.util.List;
/**
* Includes various useful shadow mapping functions.
*
* @see
* <ul>
* <li><a href="http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/">http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/</a></li>
* <li><a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a></li>
* </ul>
* for more info.
*/
public class ShadowUtil {
/**
* Updates a points arrays with the frustum corners of the provided camera.
* @param viewCam
* @param points
*/
public static void updateFrustumPoints2(Camera viewCam, Vector3f[] points) {
int w = viewCam.getWidth();
int h = viewCam.getHeight();
float n = viewCam.getFrustumNear();
float f = viewCam.getFrustumFar();
points[0].set(viewCam.getWorldCoordinates(new Vector2f(0, 0), n));
points[1].set(viewCam.getWorldCoordinates(new Vector2f(0, h), n));
points[2].set(viewCam.getWorldCoordinates(new Vector2f(w, h), n));
points[3].set(viewCam.getWorldCoordinates(new Vector2f(w, 0), n));
points[4].set(viewCam.getWorldCoordinates(new Vector2f(0, 0), f));
points[5].set(viewCam.getWorldCoordinates(new Vector2f(0, h), f));
points[6].set(viewCam.getWorldCoordinates(new Vector2f(w, h), f));
points[7].set(viewCam.getWorldCoordinates(new Vector2f(w, 0), f));
}
/**
* Updates the points array to contain the frustum corners of the given
* camera. The nearOverride and farOverride variables can be used
* to override the camera's near/far values with own values.
*
* TODO: Reduce creation of new vectors
*
* @param viewCam
* @param nearOverride
* @param farOverride
*/
public static void updateFrustumPoints(Camera viewCam,
float nearOverride,
float farOverride,
float scale,
Vector3f[] points) {
Vector3f pos = viewCam.getLocation();
Vector3f dir = viewCam.getDirection();
Vector3f up = viewCam.getUp();
float depthHeightRatio = viewCam.getFrustumTop() / viewCam.getFrustumNear();
float near = nearOverride;
float far = farOverride;
float ftop = viewCam.getFrustumTop();
float fright = viewCam.getFrustumRight();
float ratio = fright / ftop;
float near_height;
float near_width;
float far_height;
float far_width;
if (viewCam.isParallelProjection()) {
near_height = ftop;
near_width = near_height * ratio;
far_height = ftop;
far_width = far_height * ratio;
} else {
near_height = depthHeightRatio * near;
near_width = near_height * ratio;
far_height = depthHeightRatio * far;
far_width = far_height * ratio;
}
Vector3f right = dir.cross(up).normalizeLocal();
Vector3f temp = new Vector3f();
temp.set(dir).multLocal(far).addLocal(pos);
Vector3f farCenter = temp.clone();
temp.set(dir).multLocal(near).addLocal(pos);
Vector3f nearCenter = temp.clone();
Vector3f nearUp = temp.set(up).multLocal(near_height).clone();
Vector3f farUp = temp.set(up).multLocal(far_height).clone();
Vector3f nearRight = temp.set(right).multLocal(near_width).clone();
Vector3f farRight = temp.set(right).multLocal(far_width).clone();
points[0].set(nearCenter).subtractLocal(nearUp).subtractLocal(nearRight);
points[1].set(nearCenter).addLocal(nearUp).subtractLocal(nearRight);
points[2].set(nearCenter).addLocal(nearUp).addLocal(nearRight);
points[3].set(nearCenter).subtractLocal(nearUp).addLocal(nearRight);
points[4].set(farCenter).subtractLocal(farUp).subtractLocal(farRight);
points[5].set(farCenter).addLocal(farUp).subtractLocal(farRight);
points[6].set(farCenter).addLocal(farUp).addLocal(farRight);
points[7].set(farCenter).subtractLocal(farUp).addLocal(farRight);
if (scale != 1.0f) {
// find center of frustum
Vector3f center = new Vector3f();
for (int i = 0; i < 8; i++) {
center.addLocal(points[i]);
}
center.divideLocal(8f);
Vector3f cDir = new Vector3f();
for (int i = 0; i < 8; i++) {
cDir.set(points[i]).subtractLocal(center);
cDir.multLocal(scale - 1.0f);
points[i].addLocal(cDir);
}
}
}
/**
* Compute bounds of a geomList
* @param list
* @param transform
* @return
*/
public static BoundingBox computeUnionBound(GeometryList list, Transform transform) {
BoundingBox bbox = new BoundingBox();
for (int i = 0; i < list.size(); i++) {
BoundingVolume vol = list.get(i).getWorldBound();
BoundingVolume newVol = vol.transform(transform);
//Nehon : prevent NaN and infinity values to screw the final bounding box
if (!Float.isNaN(newVol.getCenter().x) && !Float.isInfinite(newVol.getCenter().x)) {
bbox.mergeLocal(newVol);
}
}
return bbox;
}
/**
* Compute bounds of a geomList
* @param list
* @param mat
* @return
*/
public static BoundingBox computeUnionBound(GeometryList list, Matrix4f mat) {
BoundingBox bbox = new BoundingBox();
BoundingVolume store = null;
for (int i = 0; i < list.size(); i++) {
BoundingVolume vol = list.get(i).getWorldBound();
store = vol.clone().transform(mat, null);
//Nehon : prevent NaN and infinity values to screw the final bounding box
if (!Float.isNaN(store.getCenter().x) && !Float.isInfinite(store.getCenter().x)) {
bbox.mergeLocal(store);
}
}
return bbox;
}
/**
* Computes the bounds of multiple bounding volumes
* @param bv
* @return
*/
public static BoundingBox computeUnionBound(List<BoundingVolume> bv) {
BoundingBox bbox = new BoundingBox();
for (int i = 0; i < bv.size(); i++) {
BoundingVolume vol = bv.get(i);
bbox.mergeLocal(vol);
}
return bbox;
}
/**
* Compute bounds from an array of points
* @param pts
* @param transform
* @return
*/
public static BoundingBox computeBoundForPoints(Vector3f[] pts, Transform transform) {
Vector3f min = new Vector3f(Vector3f.POSITIVE_INFINITY);
Vector3f max = new Vector3f(Vector3f.NEGATIVE_INFINITY);
Vector3f temp = new Vector3f();
for (int i = 0; i < pts.length; i++) {
transform.transformVector(pts[i], temp);
min.minLocal(temp);
max.maxLocal(temp);
}
Vector3f center = min.add(max).multLocal(0.5f);
Vector3f extent = max.subtract(min).multLocal(0.5f);
return new BoundingBox(center, extent.x, extent.y, extent.z);
}
/**
* Compute bounds from an array of points
* @param pts
* @param mat
* @return
*/
public static BoundingBox computeBoundForPoints(Vector3f[] pts, Matrix4f mat) {
Vector3f min = new Vector3f(Vector3f.POSITIVE_INFINITY);
Vector3f max = new Vector3f(Vector3f.NEGATIVE_INFINITY);
Vector3f temp = new Vector3f();
for (int i = 0; i < pts.length; i++) {
float w = mat.multProj(pts[i], temp);
temp.x /= w;
temp.y /= w;
// Why was this commented out?
temp.z /= w;
min.minLocal(temp);
max.maxLocal(temp);
}
Vector3f center = min.add(max).multLocal(0.5f);
Vector3f extent = max.subtract(min).multLocal(0.5f);
//Nehon 08/18/2010 : Added an offset to the extend to avoid banding artifacts when the frustum are aligned
return new BoundingBox(center, extent.x + 2.0f, extent.y + 2.0f, extent.z + 2.5f);
}
/**
* Updates the shadow camera to properly contain the given
* points (which contain the eye camera frustum corners)
*
* @param occluders
* @param lightCam
* @param points
*/
public static void updateShadowCamera(Camera shadowCam, Vector3f[] points) {
boolean ortho = shadowCam.isParallelProjection();
shadowCam.setProjectionMatrix(null);
if (ortho) {
shadowCam.setFrustum(-1, 1, -1, 1, 1, -1);
} else {
shadowCam.setFrustumPerspective(45, 1, 1, 150);
}
Matrix4f viewProjMatrix = shadowCam.getViewProjectionMatrix();
Matrix4f projMatrix = shadowCam.getProjectionMatrix();
BoundingBox splitBB = computeBoundForPoints(points, viewProjMatrix);
Vector3f splitMin = splitBB.getMin(null);
Vector3f splitMax = splitBB.getMax(null);
// splitMin.z = 0;
// Create the crop matrix.
float scaleX, scaleY, scaleZ;
float offsetX, offsetY, offsetZ;
scaleX = 2.0f / (splitMax.x - splitMin.x);
scaleY = 2.0f / (splitMax.y - splitMin.y);
offsetX = -0.5f * (splitMax.x + splitMin.x) * scaleX;
offsetY = -0.5f * (splitMax.y + splitMin.y) * scaleY;
scaleZ = 1.0f / (splitMax.z - splitMin.z);
offsetZ = -splitMin.z * scaleZ;
Matrix4f cropMatrix = new Matrix4f(scaleX, 0f, 0f, offsetX,
0f, scaleY, 0f, offsetY,
0f, 0f, scaleZ, offsetZ,
0f, 0f, 0f, 1f);
Matrix4f result = new Matrix4f();
result.set(cropMatrix);
result.multLocal(projMatrix);
shadowCam.setProjectionMatrix(result);
}
/**
* Updates the shadow camera to properly contain the given
* points (which contain the eye camera frustum corners) and the
* shadow occluder objects.
*
* @param occluders
* @param lightCam
* @param points
*/
public static void updateShadowCamera(GeometryList occluders,
GeometryList receivers,
Camera shadowCam,
Vector3f[] points) {
updateShadowCamera(occluders, receivers, shadowCam, points, null);
}
/**
* Updates the shadow camera to properly contain the given
* points (which contain the eye camera frustum corners) and the
* shadow occluder objects.
*
* @param occluders
* @param lightCam
* @param points
*/
public static void updateShadowCamera(GeometryList occluders,
GeometryList receivers,
Camera shadowCam,
Vector3f[] points,
GeometryList splitOccluders) {
boolean ortho = shadowCam.isParallelProjection();
shadowCam.setProjectionMatrix(null);
if (ortho) {
shadowCam.setFrustum(-1, 1, -1, 1, 1, -1);
} else {
shadowCam.setFrustumPerspective(45, 1, 1, 150);
}
// create transform to rotate points to viewspace
Matrix4f viewProjMatrix = shadowCam.getViewProjectionMatrix();
BoundingBox splitBB = computeBoundForPoints(points, viewProjMatrix);
ArrayList<BoundingVolume> visRecvList = new ArrayList<BoundingVolume>();
for (int i = 0; i < receivers.size(); i++) {
// convert bounding box to light's viewproj space
Geometry receiver = receivers.get(i);
BoundingVolume bv = receiver.getWorldBound();
BoundingVolume recvBox = bv.transform(viewProjMatrix, null);
if (splitBB.intersects(recvBox)) {
visRecvList.add(recvBox);
}
}
ArrayList<BoundingVolume> visOccList = new ArrayList<BoundingVolume>();
for (int i = 0; i < occluders.size(); i++) {
// convert bounding box to light's viewproj space
Geometry occluder = occluders.get(i);
BoundingVolume bv = occluder.getWorldBound();
BoundingVolume occBox = bv.transform(viewProjMatrix, null);
boolean intersects = splitBB.intersects(occBox);
if (!intersects && occBox instanceof BoundingBox) {
BoundingBox occBB = (BoundingBox) occBox;
//Kirill 01/10/2011
// Extend the occluder further into the frustum
// This fixes shadow dissapearing issues when
// the caster itself is not in the view camera
// but its shadow is in the camera
// The number is in world units
occBB.setZExtent(occBB.getZExtent() + 50);
occBB.setCenter(occBB.getCenter().addLocal(0, 0, 25));
if (splitBB.intersects(occBB)) {
// To prevent extending the depth range too much
// We return the bound to its former shape
// Before adding it
occBB.setZExtent(occBB.getZExtent() - 50);
occBB.setCenter(occBB.getCenter().subtractLocal(0, 0, 25));
visOccList.add(occBox);
if (splitOccluders != null) {
splitOccluders.add(occluder);
}
}
} else if (intersects) {
visOccList.add(occBox);
if (splitOccluders != null) {
splitOccluders.add(occluder);
}
}
}
BoundingBox casterBB = computeUnionBound(visOccList);
BoundingBox receiverBB = computeUnionBound(visRecvList);
//Nehon 08/18/2010 this is to avoid shadow bleeding when the ground is set to only receive shadows
if (visOccList.size() != visRecvList.size()) {
casterBB.setXExtent(casterBB.getXExtent() + 2.0f);
casterBB.setYExtent(casterBB.getYExtent() + 2.0f);
casterBB.setZExtent(casterBB.getZExtent() + 2.0f);
}
Vector3f casterMin = casterBB.getMin(null);
Vector3f casterMax = casterBB.getMax(null);
Vector3f receiverMin = receiverBB.getMin(null);
Vector3f receiverMax = receiverBB.getMax(null);
Vector3f splitMin = splitBB.getMin(null);
Vector3f splitMax = splitBB.getMax(null);
splitMin.z = 0;
if (!ortho) {
shadowCam.setFrustumPerspective(45, 1, 1, splitMax.z);
}
Matrix4f projMatrix = shadowCam.getProjectionMatrix();
Vector3f cropMin = new Vector3f();
Vector3f cropMax = new Vector3f();
// IMPORTANT: Special handling for Z values
cropMin.x = max(max(casterMin.x, receiverMin.x), splitMin.x);
cropMax.x = min(min(casterMax.x, receiverMax.x), splitMax.x);
cropMin.y = max(max(casterMin.y, receiverMin.y), splitMin.y);
cropMax.y = min(min(casterMax.y, receiverMax.y), splitMax.y);
cropMin.z = min(casterMin.z, splitMin.z);
cropMax.z = min(receiverMax.z, splitMax.z);
// Create the crop matrix.
float scaleX, scaleY, scaleZ;
float offsetX, offsetY, offsetZ;
scaleX = (2.0f) / (cropMax.x - cropMin.x);
scaleY = (2.0f) / (cropMax.y - cropMin.y);
offsetX = -0.5f * (cropMax.x + cropMin.x) * scaleX;
offsetY = -0.5f * (cropMax.y + cropMin.y) * scaleY;
scaleZ = 1.0f / (cropMax.z - cropMin.z);
offsetZ = -cropMin.z * scaleZ;
Matrix4f cropMatrix = new Matrix4f(scaleX, 0f, 0f, offsetX,
0f, scaleY, 0f, offsetY,
0f, 0f, scaleZ, offsetZ,
0f, 0f, 0f, 1f);
Matrix4f result = new Matrix4f();
result.set(cropMatrix);
result.multLocal(projMatrix);
shadowCam.setProjectionMatrix(result);
}
}

@ -1,125 +0,0 @@
/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
package com.jme3.water;
import com.jme3.math.Plane;
import com.jme3.post.SceneProcessor;
import com.jme3.renderer.Camera;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.texture.FrameBuffer;
/**
* Reflection Processor
* Used to render the reflected scene in an off view port
*/
public class ReflectionProcessor implements SceneProcessor {
private RenderManager rm;
private ViewPort vp;
private Camera reflectionCam;
private FrameBuffer reflectionBuffer;
private Plane reflectionClipPlane;
/**
* Creates a ReflectionProcessor
* @param reflectionCam the cam to use for reflection
* @param reflectionBuffer the FrameBuffer to render to
* @param reflectionClipPlane the clipping plane
*/
public ReflectionProcessor(Camera reflectionCam, FrameBuffer reflectionBuffer, Plane reflectionClipPlane) {
this.reflectionCam = reflectionCam;
this.reflectionBuffer = reflectionBuffer;
this.reflectionClipPlane = reflectionClipPlane;
}
public void initialize(RenderManager rm, ViewPort vp) {
this.rm = rm;
this.vp = vp;
}
public void reshape(ViewPort vp, int w, int h) {
}
public boolean isInitialized() {
return rm != null;
}
public void preFrame(float tpf) {
}
public void postQueue(RenderQueue rq) {
//we need special treatement for the sky because it must not be clipped
rm.getRenderer().setFrameBuffer(reflectionBuffer);
reflectionCam.setProjectionMatrix(null);
rm.setCamera(reflectionCam, false);
rm.getRenderer().clearBuffers(true, true, true);
//Rendering the sky whithout clipping
rm.getRenderer().setDepthRange(1, 1);
vp.getQueue().renderQueue(RenderQueue.Bucket.Sky, rm, reflectionCam, true);
rm.getRenderer().setDepthRange(0, 1);
//setting the clip plane to the cam
reflectionCam.setClipPlane(reflectionClipPlane, Plane.Side.Positive);//,1
rm.setCamera(reflectionCam, false);
}
public void postFrame(FrameBuffer out) {
}
public void cleanup() {
}
/**
* Internal use only<br>
* returns the frame buffer
* @return
*/
public FrameBuffer getReflectionBuffer() {
return reflectionBuffer;
}
/**
* Internal use only<br>
* sets the frame buffer
* @param reflectionBuffer
*/
public void setReflectionBuffer(FrameBuffer reflectionBuffer) {
this.reflectionBuffer = reflectionBuffer;
}
/**
* returns the reflection cam
* @return
*/
public Camera getReflectionCam() {
return reflectionCam;
}
/**
* sets the reflection cam
* @param reflectionCam
*/
public void setReflectionCam(Camera reflectionCam) {
this.reflectionCam = reflectionCam;
}
/**
* returns the reflection clip plane
* @return
*/
public Plane getReflectionClipPlane() {
return reflectionClipPlane;
}
/**
* Sets the reflection clip plane
* @param reflectionClipPlane
*/
public void setReflectionClipPlane(Plane reflectionClipPlane) {
this.reflectionClipPlane = reflectionClipPlane;
}
}

@ -1,589 +0,0 @@
/*
* 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.water;
import com.jme3.asset.AssetManager;
import com.jme3.material.Material;
import com.jme3.math.*;
import com.jme3.post.SceneProcessor;
import com.jme3.renderer.Camera;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.Renderer;
import com.jme3.renderer.ViewPort;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.scene.Geometry;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Quad;
import com.jme3.texture.FrameBuffer;
import com.jme3.texture.Image.Format;
import com.jme3.texture.Texture.WrapMode;
import com.jme3.texture.Texture2D;
import com.jme3.ui.Picture;
/**
*
* Simple Water renders a simple plane that use reflection and refraction to look like water.
* It's pretty basic, but much faster than the WaterFilter
* It's useful if you aim low specs hardware and still want a good looking water.
* Usage is :
* <code>
* SimpleWaterProcessor waterProcessor = new SimpleWaterProcessor(assetManager);
* //setting the scene to use for reflection
* waterProcessor.setReflectionScene(mainScene);
* //setting the light position
* waterProcessor.setLightPosition(lightPos);
*
* //setting the water plane
* Vector3f waterLocation=new Vector3f(0,-20,0);
* waterProcessor.setPlane(new Plane(Vector3f.UNIT_Y, waterLocation.dot(Vector3f.UNIT_Y)));
* //setting the water color
* waterProcessor.setWaterColor(ColorRGBA.Brown);
*
* //creating a quad to render water to
* Quad quad = new Quad(400,400);
*
* //the texture coordinates define the general size of the waves
* quad.scaleTextureCoordinates(new Vector2f(6f,6f));
*
* //creating a geom to attach the water material
* Geometry water=new Geometry("water", quad);
* water.setLocalTranslation(-200, -20, 250);
* water.setLocalRotation(new Quaternion().fromAngleAxis(-FastMath.HALF_PI, Vector3f.UNIT_X));
* //finally setting the material
* water.setMaterial(waterProcessor.getMaterial());
*
* //attaching the water to the root node
* rootNode.attachChild(water);
* </code>
* @author Normen Hansen & Rémy Bouquet
*/
public class SimpleWaterProcessor implements SceneProcessor {
protected RenderManager rm;
protected ViewPort vp;
protected Spatial reflectionScene;
protected ViewPort reflectionView;
protected ViewPort refractionView;
protected FrameBuffer reflectionBuffer;
protected FrameBuffer refractionBuffer;
protected Camera reflectionCam;
protected Camera refractionCam;
protected Texture2D reflectionTexture;
protected Texture2D refractionTexture;
protected Texture2D depthTexture;
protected Texture2D normalTexture;
protected Texture2D dudvTexture;
protected int renderWidth = 512;
protected int renderHeight = 512;
protected Plane plane = new Plane(Vector3f.UNIT_Y, Vector3f.ZERO.dot(Vector3f.UNIT_Y));
protected float speed = 0.05f;
protected Ray ray = new Ray();
protected Vector3f targetLocation = new Vector3f();
protected AssetManager manager;
protected Material material;
protected float waterDepth = 1;
protected float waterTransparency = 0.4f;
protected boolean debug = false;
private Picture dispRefraction;
private Picture dispReflection;
private Picture dispDepth;
private Plane reflectionClipPlane;
private Plane refractionClipPlane;
private float refractionClippingOffset = 0.3f;
private float reflectionClippingOffset = -5f;
private Vector3f vect1 = new Vector3f();
private Vector3f vect2 = new Vector3f();
private Vector3f vect3 = new Vector3f();
/**
* Creates a SimpleWaterProcessor
* @param manager the asset manager
*/
public SimpleWaterProcessor(AssetManager manager) {
this.manager = manager;
material = new Material(manager, "Common/MatDefs/Water/SimpleWater.j3md");
material.setFloat("waterDepth", waterDepth);
material.setFloat("waterTransparency", waterTransparency / 10);
material.setColor("waterColor", ColorRGBA.White);
material.setVector3("lightPos", new Vector3f(1, -1, 1));
material.setColor("distortionScale", new ColorRGBA(0.2f, 0.2f, 0.2f, 0.2f));
material.setColor("distortionMix", new ColorRGBA(0.5f, 0.5f, 0.5f, 0.5f));
material.setColor("texScale", new ColorRGBA(1.0f, 1.0f, 1.0f, 1.0f));
updateClipPlanes();
}
public void initialize(RenderManager rm, ViewPort vp) {
this.rm = rm;
this.vp = vp;
loadTextures(manager);
createTextures();
applyTextures(material);
createPreViews();
material.setVector2("FrustumNearFar", new Vector2f(vp.getCamera().getFrustumNear(), vp.getCamera().getFrustumFar()));
if (debug) {
dispRefraction = new Picture("dispRefraction");
dispRefraction.setTexture(manager, refractionTexture, false);
dispReflection = new Picture("dispRefraction");
dispReflection.setTexture(manager, reflectionTexture, false);
dispDepth = new Picture("depthTexture");
dispDepth.setTexture(manager, depthTexture, false);
}
}
public void reshape(ViewPort vp, int w, int h) {
}
public boolean isInitialized() {
return rm != null;
}
float time = 0;
float savedTpf = 0;
public void preFrame(float tpf) {
time = time + (tpf * speed);
if (time > 1f) {
time = 0;
}
material.setFloat("time", time);
savedTpf = tpf;
}
public void postQueue(RenderQueue rq) {
Camera sceneCam = rm.getCurrentCamera();
//update ray
ray.setOrigin(sceneCam.getLocation());
ray.setDirection(sceneCam.getDirection());
//update refraction cam
refractionCam.setLocation(sceneCam.getLocation());
refractionCam.setRotation(sceneCam.getRotation());
refractionCam.setFrustum(sceneCam.getFrustumNear(),
sceneCam.getFrustumFar(),
sceneCam.getFrustumLeft(),
sceneCam.getFrustumRight(),
sceneCam.getFrustumTop(),
sceneCam.getFrustumBottom());
//update reflection cam
boolean inv = false;
if (!ray.intersectsWherePlane(plane, targetLocation)) {
ray.setDirection(ray.getDirection().negateLocal());
ray.intersectsWherePlane(plane, targetLocation);
inv = true;
}
Vector3f loc = plane.reflect(sceneCam.getLocation(), new Vector3f());
reflectionCam.setLocation(loc);
reflectionCam.setFrustum(sceneCam.getFrustumNear(),
sceneCam.getFrustumFar(),
sceneCam.getFrustumLeft(),
sceneCam.getFrustumRight(),
sceneCam.getFrustumTop(),
sceneCam.getFrustumBottom());
// tempVec and calcVect are just temporary vector3f objects
vect1.set(sceneCam.getLocation()).addLocal(sceneCam.getUp());
float planeDistance = plane.pseudoDistance(vect1);
vect2.set(plane.getNormal()).multLocal(planeDistance * 2.0f);
vect3.set(vect1.subtractLocal(vect2)).subtractLocal(loc).normalizeLocal().negateLocal();
// now set the up vector
reflectionCam.lookAt(targetLocation, vect3);
if (inv) {
reflectionCam.setAxes(reflectionCam.getLeft().negateLocal(), reflectionCam.getUp(), reflectionCam.getDirection().negateLocal());
}
//Rendering reflection and refraction
rm.renderViewPort(reflectionView, savedTpf);
rm.renderViewPort(refractionView, savedTpf);
rm.getRenderer().setFrameBuffer(vp.getOutputFrameBuffer());
rm.setCamera(sceneCam, false);
}
public void postFrame(FrameBuffer out) {
if (debug) {
displayMap(rm.getRenderer(), dispRefraction, 64);
displayMap(rm.getRenderer(), dispReflection, 256);
displayMap(rm.getRenderer(), dispDepth, 448);
}
}
public void cleanup() {
}
//debug only : displays maps
protected void displayMap(Renderer r, Picture pic, int left) {
Camera cam = vp.getCamera();
rm.setCamera(cam, true);
int h = cam.getHeight();
pic.setPosition(left, h / 20f);
pic.setWidth(128);
pic.setHeight(128);
pic.updateGeometricState();
rm.renderGeometry(pic);
rm.setCamera(cam, false);
}
protected void loadTextures(AssetManager manager) {
normalTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/water_normalmap.dds");
dudvTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/dudv_map.jpg");
normalTexture.setWrap(WrapMode.Repeat);
dudvTexture.setWrap(WrapMode.Repeat);
}
protected void createTextures() {
reflectionTexture = new Texture2D(renderWidth, renderHeight, Format.RGBA8);
refractionTexture = new Texture2D(renderWidth, renderHeight, Format.RGBA8);
depthTexture = new Texture2D(renderWidth, renderHeight, Format.Depth);
}
protected void applyTextures(Material mat) {
mat.setTexture("water_reflection", reflectionTexture);
mat.setTexture("water_refraction", refractionTexture);
mat.setTexture("water_depthmap", depthTexture);
mat.setTexture("water_normalmap", normalTexture);
mat.setTexture("water_dudvmap", dudvTexture);
}
protected void createPreViews() {
reflectionCam = new Camera(renderWidth, renderHeight);
refractionCam = new Camera(renderWidth, renderHeight);
// create a pre-view. a view that is rendered before the main view
reflectionView = new ViewPort("Reflection View", reflectionCam);
reflectionView.setClearFlags(true, true, true);
reflectionView.setBackgroundColor(ColorRGBA.Black);
// create offscreen framebuffer
reflectionBuffer = new FrameBuffer(renderWidth, renderHeight, 1);
//setup framebuffer to use texture
reflectionBuffer.setDepthBuffer(Format.Depth);
reflectionBuffer.setColorTexture(reflectionTexture);
//set viewport to render to offscreen framebuffer
reflectionView.setOutputFrameBuffer(reflectionBuffer);
reflectionView.addProcessor(new ReflectionProcessor(reflectionCam, reflectionBuffer, reflectionClipPlane));
// attach the scene to the viewport to be rendered
reflectionView.attachScene(reflectionScene);
// create a pre-view. a view that is rendered before the main view
refractionView = new ViewPort("Refraction View", refractionCam);
refractionView.setClearFlags(true, true, true);
refractionView.setBackgroundColor(ColorRGBA.Black);
// create offscreen framebuffer
refractionBuffer = new FrameBuffer(renderWidth, renderHeight, 1);
//setup framebuffer to use texture
refractionBuffer.setDepthBuffer(Format.Depth);
refractionBuffer.setColorTexture(refractionTexture);
refractionBuffer.setDepthTexture(depthTexture);
//set viewport to render to offscreen framebuffer
refractionView.setOutputFrameBuffer(refractionBuffer);
refractionView.addProcessor(new RefractionProcessor());
// attach the scene to the viewport to be rendered
refractionView.attachScene(reflectionScene);
}
protected void destroyViews() {
// rm.removePreView(reflectionView);
rm.removePreView(refractionView);
}
/**
* Get the water material from this processor, apply this to your water quad.
* @return
*/
public Material getMaterial() {
return material;
}
/**
* Sets the reflected scene, should not include the water quad!
* Set before adding processor.
* @param spat
*/
public void setReflectionScene(Spatial spat) {
reflectionScene = spat;
}
/**
* returns the width of the reflection and refraction textures
* @return
*/
public int getRenderWidth() {
return renderWidth;
}
/**
* returns the height of the reflection and refraction textures
* @return
*/
public int getRenderHeight() {
return renderHeight;
}
/**
* Set the reflection Texture render size,
* set before adding the processor!
* @param with
* @param height
*/
public void setRenderSize(int width, int height) {
renderWidth = width;
renderHeight = height;
}
/**
* returns the water plane
* @return
*/
public Plane getPlane() {
return plane;
}
/**
* Set the water plane for this processor.
* @param plane
*/
public void setPlane(Plane plane) {
this.plane.setConstant(plane.getConstant());
this.plane.setNormal(plane.getNormal());
updateClipPlanes();
}
/**
* Set the water plane using an origin (location) and a normal (reflection direction).
* @param origin Set to 0,-6,0 if your water quad is at that location for correct reflection
* @param normal Set to 0,1,0 (Vector3f.UNIT_Y) for normal planar water
*/
public void setPlane(Vector3f origin, Vector3f normal) {
this.plane.setOriginNormal(origin, normal);
updateClipPlanes();
}
private void updateClipPlanes() {
reflectionClipPlane = plane.clone();
reflectionClipPlane.setConstant(reflectionClipPlane.getConstant() + reflectionClippingOffset);
refractionClipPlane = plane.clone();
refractionClipPlane.setConstant(refractionClipPlane.getConstant() + refractionClippingOffset);
}
/**
* Set the light Position for the processor
* @param position
*/
//TODO maybe we should provide a convenient method to compute position from direction
public void setLightPosition(Vector3f position) {
material.setVector3("lightPos", position);
}
/**
* Set the color that will be added to the refraction texture.
* @param color
*/
public void setWaterColor(ColorRGBA color) {
material.setColor("waterColor", color);
}
/**
* Higher values make the refraction texture shine through earlier.
* Default is 4
* @param depth
*/
public void setWaterDepth(float depth) {
waterDepth = depth;
material.setFloat("waterDepth", depth);
}
/**
* return the water depth
* @return
*/
public float getWaterDepth() {
return waterDepth;
}
/**
* returns water transparency
* @return
*/
public float getWaterTransparency() {
return waterTransparency;
}
/**
* sets the water transparency default os 0.1f
* @param waterTransparency
*/
public void setWaterTransparency(float waterTransparency) {
this.waterTransparency = Math.max(0, waterTransparency);
material.setFloat("waterTransparency", waterTransparency / 10);
}
/**
* Sets the speed of the wave animation, default = 0.05f.
* @param speed
*/
public void setWaveSpeed(float speed) {
this.speed = speed;
}
/**
* Sets the scale of distortion by the normal map, default = 0.2
*/
public void setDistortionScale(float value) {
material.setColor("distortionScale", new ColorRGBA(value, value, value, value));
}
/**
* Sets how the normal and dudv map are mixed to create the wave effect, default = 0.5
*/
public void setDistortionMix(float value) {
material.setColor("distortionMix", new ColorRGBA(value, value, value, value));
}
/**
* Sets the scale of the normal/dudv texture, default = 1.
* Note that the waves should be scaled by the texture coordinates of the quad to avoid animation artifacts,
* use mesh.scaleTextureCoordinates(Vector2f) for that.
*/
public void setTexScale(float value) {
material.setColor("texScale", new ColorRGBA(value, value, value, value));
}
/**
* retruns true if the waterprocessor is in debug mode
* @return
*/
public boolean isDebug() {
return debug;
}
/**
* set to true to display reflection and refraction textures in the GUI for debug purpose
* @param debug
*/
public void setDebug(boolean debug) {
this.debug = debug;
}
/**
* Creates a quad with the water material applied to it.
* @param width
* @param height
* @return
*/
public Geometry createWaterGeometry(float width, float height) {
Quad quad = new Quad(width, height);
Geometry geom = new Geometry("WaterGeometry", quad);
geom.setLocalRotation(new Quaternion().fromAngleAxis(-FastMath.HALF_PI, Vector3f.UNIT_X));
geom.setMaterial(material);
return geom;
}
/**
* returns the reflection clipping plane offset
* @return
*/
public float getReflectionClippingOffset() {
return reflectionClippingOffset;
}
/**
* sets the reflection clipping plane offset
* set a nagetive value to lower the clipping plane for relection texture rendering.
* @param reflectionClippingOffset
*/
public void setReflectionClippingOffset(float reflectionClippingOffset) {
this.reflectionClippingOffset = reflectionClippingOffset;
updateClipPlanes();
}
/**
* returns the refraction clipping plane offset
* @return
*/
public float getRefractionClippingOffset() {
return refractionClippingOffset;
}
/**
* Sets the refraction clipping plane offset
* set a positive value to raise the clipping plane for refraction texture rendering
* @param refractionClippingOffset
*/
public void setRefractionClippingOffset(float refractionClippingOffset) {
this.refractionClippingOffset = refractionClippingOffset;
updateClipPlanes();
}
/**
* Refraction Processor
*/
public class RefractionProcessor implements SceneProcessor {
RenderManager rm;
ViewPort vp;
public void initialize(RenderManager rm, ViewPort vp) {
this.rm = rm;
this.vp = vp;
}
public void reshape(ViewPort vp, int w, int h) {
}
public boolean isInitialized() {
return rm != null;
}
public void preFrame(float tpf) {
refractionCam.setClipPlane(refractionClipPlane, Plane.Side.Negative);//,-1
}
public void postQueue(RenderQueue rq) {
}
public void postFrame(FrameBuffer out) {
}
public void cleanup() {
}
}
}

File diff suppressed because it is too large Load Diff
Loading…
Cancel
Save