correct core comments and standardize line endings as discussed at http://hub.jmonkeyengine.org/forum/topic/typos-in-com-jme3-mathrendererpost/

experimental
sgold@sonic.net 11 years ago
parent a2855c1cf0
commit 98ffe52c77
  1. 1190
      jme3-core/src/main/java/com/jme3/math/ColorRGBA.java
  2. 329
      jme3-core/src/main/java/com/jme3/math/CurveAndSurfaceMath.java
  3. 1919
      jme3-core/src/main/java/com/jme3/math/FastMath.java
  4. 912
      jme3-core/src/main/java/com/jme3/post/Filter.java
  5. 16
      jme3-core/src/main/java/com/jme3/renderer/Camera.java
  6. 2
      jme3-core/src/main/java/com/jme3/renderer/Renderer.java

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@ -1,164 +1,165 @@
/*
* Copyright (c) 2009-2012 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.math;
import com.jme3.math.Spline.SplineType;
import java.util.List;
/**
* This class offers methods to help with curves and surfaces calculations.
* @author Marcin Roguski (Kealthas)
*/
public class CurveAndSurfaceMath {
private static final float KNOTS_MINIMUM_DELTA = 0.0001f;
/**
* A private constructor is defined to avoid instatiation of this class.
*/
private CurveAndSurfaceMath() {}
/**
* This method interpolates tha data for the nurbs curve.
* @param u
* the u value
* @param nurbSpline
* the nurbs spline definition
* @param store
* the resulting point in 3D space
*/
public static void interpolateNurbs(float u, Spline nurbSpline, Vector3f store) {
if (nurbSpline.getType() != SplineType.Nurb) {
throw new IllegalArgumentException("Given spline is not of a NURB type!");
}
List<Vector3f> controlPoints = nurbSpline.getControlPoints();
float[] weights = nurbSpline.getWeights();
List<Float> knots = nurbSpline.getKnots();
int controlPointAmount = controlPoints.size();
store.set(Vector3f.ZERO);
float delimeter = 0;
for (int i = 0; i < controlPointAmount; ++i) {
float val = weights[i] * CurveAndSurfaceMath.computeBaseFunctionValue(i, nurbSpline.getBasisFunctionDegree(), u, knots);
store.addLocal(nurbSpline.getControlPoints().get(i)
.mult(val));
delimeter += val;
}
store.divideLocal(delimeter);
}
/**
* This method interpolates tha data for the nurbs surface.
*
* @param u
* the u value
* @param v
* the v value
* @param controlPoints
* the nurbs' control points
* @param knots
* the nurbs' knots
* @param basisUFunctionDegree
* the degree of basis U function
* @param basisVFunctionDegree
* the degree of basis V function
* @param store
* the resulting point in 3D space
*/
public static void interpolate(float u, float v, List<List<Vector4f>> controlPoints, List<Float>[] knots,
int basisUFunctionDegree, int basisVFunctionDegree, Vector3f store) {
store.set(Vector3f.ZERO);
float delimeter = 0;
int vControlPointsAmount = controlPoints.size();
int uControlPointsAmount = controlPoints.get(0).size();
for (int i = 0; i < vControlPointsAmount; ++i) {
for (int j = 0; j < uControlPointsAmount; ++j) {
Vector4f controlPoint = controlPoints.get(i).get(j);
float val = controlPoint.w
* CurveAndSurfaceMath.computeBaseFunctionValue(i, basisVFunctionDegree, v, knots[1])
* CurveAndSurfaceMath.computeBaseFunctionValue(j, basisUFunctionDegree, u, knots[0]);
store.addLocal(controlPoint.x * val, controlPoint.y * val, controlPoint.z * val);
delimeter += val;
}
}
store.divideLocal(delimeter);
}
/**
* This method prepares the knots to be used. If the knots represent non-uniform B-splines (first and last knot values are being
* repeated) it leads to NaN results during calculations. This method adds a small number to each of such knots to avoid NaN's.
* @param knots
* the knots to be prepared to use
* @param basisFunctionDegree
* the degree of basis function
*/
// TODO: improve this; constant delta may lead to errors if the difference between tha last repeated
// point and the following one is lower than it
public static void prepareNurbsKnots(List<Float> knots, int basisFunctionDegree) {
float delta = KNOTS_MINIMUM_DELTA;
float prevValue = knots.get(0).floatValue();
for(int i=1;i<knots.size();++i) {
float value = knots.get(i).floatValue();
if(value<=prevValue) {
value += delta;
knots.set(i, Float.valueOf(value));
delta += KNOTS_MINIMUM_DELTA;
} else {
delta = KNOTS_MINIMUM_DELTA;//reset the delta's value
}
prevValue = value;
}
}
/**
* This method computes the base function value for the NURB curve.
* @param i
* the knot index
* @param k
* the base function degree
* @param t
* the knot value
* @param knots
* the knots' values
* @return the base function value
*/
private static float computeBaseFunctionValue(int i, int k, float t, List<Float> knots) {
if (k == 1) {
return knots.get(i) <= t && t < knots.get(i + 1) ? 1.0f : 0.0f;
} else {
return (t - knots.get(i)) / (knots.get(i + k - 1) - knots.get(i)) *
CurveAndSurfaceMath.computeBaseFunctionValue(i, k - 1, t, knots)
+ (knots.get(i + k) - t) / (knots.get(i + k) - knots.get(i + 1)) *
CurveAndSurfaceMath.computeBaseFunctionValue(i + 1, k - 1, t, knots);
}
}
}
/*
* Copyright (c) 2009-2012 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.math;
import com.jme3.math.Spline.SplineType;
import java.util.List;
/**
* This class offers methods to help with curves and surfaces calculations.
* @author Marcin Roguski (Kealthas)
*/
public class CurveAndSurfaceMath {
private static final float KNOTS_MINIMUM_DELTA = 0.0001f;
/**
* A private constructor is defined to avoid instantiation of this
* class.
*/
private CurveAndSurfaceMath() {}
/**
* This method interpolates the data for the nurbs curve.
* @param u
* the u value
* @param nurbSpline
* the nurbs spline definition
* @param store
* the resulting point in 3D space
*/
public static void interpolateNurbs(float u, Spline nurbSpline, Vector3f store) {
if (nurbSpline.getType() != SplineType.Nurb) {
throw new IllegalArgumentException("Given spline is not of a NURB type!");
}
List<Vector3f> controlPoints = nurbSpline.getControlPoints();
float[] weights = nurbSpline.getWeights();
List<Float> knots = nurbSpline.getKnots();
int controlPointAmount = controlPoints.size();
store.set(Vector3f.ZERO);
float delimeter = 0;
for (int i = 0; i < controlPointAmount; ++i) {
float val = weights[i] * CurveAndSurfaceMath.computeBaseFunctionValue(i, nurbSpline.getBasisFunctionDegree(), u, knots);
store.addLocal(nurbSpline.getControlPoints().get(i)
.mult(val));
delimeter += val;
}
store.divideLocal(delimeter);
}
/**
* This method interpolates the data for the nurbs surface.
*
* @param u
* the u value
* @param v
* the v value
* @param controlPoints
* the nurbs' control points
* @param knots
* the nurbs' knots
* @param basisUFunctionDegree
* the degree of basis U function
* @param basisVFunctionDegree
* the degree of basis V function
* @param store
* the resulting point in 3D space
*/
public static void interpolate(float u, float v, List<List<Vector4f>> controlPoints, List<Float>[] knots,
int basisUFunctionDegree, int basisVFunctionDegree, Vector3f store) {
store.set(Vector3f.ZERO);
float delimeter = 0;
int vControlPointsAmount = controlPoints.size();
int uControlPointsAmount = controlPoints.get(0).size();
for (int i = 0; i < vControlPointsAmount; ++i) {
for (int j = 0; j < uControlPointsAmount; ++j) {
Vector4f controlPoint = controlPoints.get(i).get(j);
float val = controlPoint.w
* CurveAndSurfaceMath.computeBaseFunctionValue(i, basisVFunctionDegree, v, knots[1])
* CurveAndSurfaceMath.computeBaseFunctionValue(j, basisUFunctionDegree, u, knots[0]);
store.addLocal(controlPoint.x * val, controlPoint.y * val, controlPoint.z * val);
delimeter += val;
}
}
store.divideLocal(delimeter);
}
/**
* This method prepares the knots to be used. If the knots represent non-uniform B-splines (first and last knot values are being
* repeated) it leads to NaN results during calculations. This method adds a small number to each of such knots to avoid NaN's.
* @param knots
* the knots to be prepared to use
* @param basisFunctionDegree
* the degree of basis function
*/
// TODO: improve this; constant delta may lead to errors if the difference between tha last repeated
// point and the following one is lower than it
public static void prepareNurbsKnots(List<Float> knots, int basisFunctionDegree) {
float delta = KNOTS_MINIMUM_DELTA;
float prevValue = knots.get(0).floatValue();
for(int i=1;i<knots.size();++i) {
float value = knots.get(i).floatValue();
if(value<=prevValue) {
value += delta;
knots.set(i, Float.valueOf(value));
delta += KNOTS_MINIMUM_DELTA;
} else {
delta = KNOTS_MINIMUM_DELTA;//reset the delta's value
}
prevValue = value;
}
}
/**
* This method computes the base function value for the NURB curve.
* @param i
* the knot index
* @param k
* the base function degree
* @param t
* the knot value
* @param knots
* the knots' values
* @return the base function value
*/
private static float computeBaseFunctionValue(int i, int k, float t, List<Float> knots) {
if (k == 1) {
return knots.get(i) <= t && t < knots.get(i + 1) ? 1.0f : 0.0f;
} else {
return (t - knots.get(i)) / (knots.get(i + k - 1) - knots.get(i)) *
CurveAndSurfaceMath.computeBaseFunctionValue(i, k - 1, t, knots)
+ (knots.get(i + k) - t) / (knots.get(i + k) - knots.get(i + 1)) *
CurveAndSurfaceMath.computeBaseFunctionValue(i + 1, k - 1, t, knots);
}
}
}

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@ -1,456 +1,456 @@
/*
* Copyright (c) 2009-2012 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.export.*;
import com.jme3.material.Material;
import com.jme3.renderer.Caps;
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.Image.Format;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture2D;
import java.io.IOException;
import java.util.Collection;
import java.util.Iterator;
import java.util.List;
/**
* Filters are 2D effects applied to the rendered scene.<br>
* The filter is fed with the rendered scene image rendered in an offscreen frame buffer.<br>
* This texture is applied on a fullscreen quad, with a special material.<br>
* This material uses a shader that aplly the desired effect to the scene texture.<br>
* <br>
* This class is abstract, any Filter must extend it.<br>
* Any filter holds a frameBuffer and a texture<br>
* The getMaterial must return a Material that use a GLSL shader immplementing the desired effect<br>
*
* @author Rémy Bouquet aka Nehon
*/
public abstract class Filter implements Savable {
private String name;
protected Pass defaultPass;
protected List<Pass> postRenderPasses;
protected Material material;
protected boolean enabled = true;
protected FilterPostProcessor processor;
public Filter(String name) {
this.name = name;
}
/**
* Inner class Pass
* Pass are like filters in filters.
* Some filters will need multiple passes before the final render
*/
public class Pass {
protected FrameBuffer renderFrameBuffer;
protected Texture2D renderedTexture;
protected Texture2D depthTexture;
protected Material passMaterial;
/**
* init the pass called internally
* @param renderer
* @param width
* @param height
* @param textureFormat
* @param depthBufferFormat
* @param numSamples
*/
public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat, int numSamples, boolean renderDepth) {
Collection<Caps> caps = renderer.getCaps();
if (numSamples > 1 && caps.contains(Caps.FrameBufferMultisample) && caps.contains(Caps.OpenGL31)) {
renderFrameBuffer = new FrameBuffer(width, height, numSamples);
renderedTexture = new Texture2D(width, height, numSamples, textureFormat);
renderFrameBuffer.setDepthBuffer(depthBufferFormat);
if (renderDepth) {
depthTexture = new Texture2D(width, height, numSamples, depthBufferFormat);
renderFrameBuffer.setDepthTexture(depthTexture);
}
} else {
renderFrameBuffer = new FrameBuffer(width, height, 1);
renderedTexture = new Texture2D(width, height, textureFormat);
renderFrameBuffer.setDepthBuffer(depthBufferFormat);
if (renderDepth) {
depthTexture = new Texture2D(width, height, depthBufferFormat);
renderFrameBuffer.setDepthTexture(depthTexture);
}
}
renderFrameBuffer.setColorTexture(renderedTexture);
}
/**
* init the pass called internally
* @param renderer
* @param width
* @param height
* @param textureFormat
* @param depthBufferFormat
*/
public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat) {
init(renderer, width, height, textureFormat, depthBufferFormat, 1);
}
public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat, int numSamples) {
init(renderer, width, height, textureFormat, depthBufferFormat, numSamples, false);
}
/**
* init the pass called internally
* @param renderer
* @param width
* @param height
* @param textureFormat
* @param depthBufferFormat
* @param numSample
* @param material
*/
public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat, int numSample, Material material) {
init(renderer, width, height, textureFormat, depthBufferFormat, numSample);
passMaterial = material;
}
public boolean requiresSceneAsTexture() {
return false;
}
public boolean requiresDepthAsTexture() {
return false;
}
public void beforeRender() {
}
public FrameBuffer getRenderFrameBuffer() {
return renderFrameBuffer;
}
public void setRenderFrameBuffer(FrameBuffer renderFrameBuffer) {
this.renderFrameBuffer = renderFrameBuffer;
}
public Texture2D getDepthTexture() {
return depthTexture;
}
public Texture2D getRenderedTexture() {
return renderedTexture;
}
public void setRenderedTexture(Texture2D renderedTexture) {
this.renderedTexture = renderedTexture;
}
public Material getPassMaterial() {
return passMaterial;
}
public void setPassMaterial(Material passMaterial) {
this.passMaterial = passMaterial;
}
public void cleanup(Renderer r) {
renderFrameBuffer.dispose();
renderedTexture.getImage().dispose();
if(depthTexture!=null){
depthTexture.getImage().dispose();
}
}
}
/**
* returns the default pass texture format
* @return
*/
protected Format getDefaultPassTextureFormat() {
return Format.RGBA8;
}
/**
* returns the default pass depth format
* @return
*/
protected Format getDefaultPassDepthFormat() {
return Format.Depth;
}
/**
* contruct a Filter
*/
protected Filter() {
this("filter");
}
/**
*
* initialize this filter
* use InitFilter for overriding filter initialization
* @param manager the assetManager
* @param renderManager the renderManager
* @param vp the viewport
* @param w the width
* @param h the height
*/
protected final void init(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
// cleanup(renderManager.getRenderer());
defaultPass = new Pass();
defaultPass.init(renderManager.getRenderer(), w, h, getDefaultPassTextureFormat(), getDefaultPassDepthFormat());
initFilter(manager, renderManager, vp, w, h);
}
/**
* cleanup this filter
* @param r
*/
protected final void cleanup(Renderer r) {
processor = null;
if (defaultPass != null) {
defaultPass.cleanup(r);
}
if (postRenderPasses != null) {
for (Iterator<Pass> it = postRenderPasses.iterator(); it.hasNext();) {
Pass pass = it.next();
pass.cleanup(r);
}
}
cleanUpFilter(r);
}
/**
* Initialization of sub classes filters
* This method is called once when the filter is added to the FilterPostProcessor
* It should contain Material initializations and extra passes initialization
* @param manager the assetManager
* @param renderManager the renderManager
* @param vp the viewPort where this filter is rendered
* @param w the width of the filter
* @param h the height of the filter
*/
protected abstract void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h);
/**
* override this method if you have some cleanup to do
* @param r the renderer
*/
protected void cleanUpFilter(Renderer r) {
}
/**
* Must return the material used for this filter.
* this method is called every frame.
*
* @return the material used for this filter.
*/
protected abstract Material getMaterial();
/**
* Override if you want to do something special with the depth texture;
* @param depthTexture
*/
protected void setDepthTexture(Texture depthTexture){
getMaterial().setTexture("DepthTexture", depthTexture);
}
/**
* Override this method if you want to make a pre pass, before the actual rendering of the frame
* @param queue
*/
protected void postQueue(RenderQueue queue) {
}
/**
* Override this method if you want to modify parameters according to tpf before the rendering of the frame.
* This is usefull for animated filters
* Also it can be the place to render pre passes
* @param tpf the time used to render the previous frame
*/
protected void preFrame(float tpf) {
}
/**
* Override this method if you want to make a pass just after the frame has been rendered and just before the filter rendering
* @param renderManager
* @param viewPort
* @param prevFilterBuffer
* @param sceneBuffer
*/
protected void postFrame(RenderManager renderManager, ViewPort viewPort, FrameBuffer prevFilterBuffer, FrameBuffer sceneBuffer) {
}
/**
* Override this method if you want to save extra properties when the filter is saved else only basic properties of the filter will be saved
* This method should always begin by super.write(ex);
* @param ex
* @throws IOException
*/
public void write(JmeExporter ex) throws IOException {
OutputCapsule oc = ex.getCapsule(this);
oc.write(name, "name", "");
oc.write(enabled, "enabled", true);
}
/**
* Override this method if you want to load extra properties when the filter
* is loaded else only basic properties of the filter will be loaded
* This method should always begin by super.read(im);
*/
public void read(JmeImporter im) throws IOException {
InputCapsule ic = im.getCapsule(this);
name = ic.readString("name", "");
enabled = ic.readBoolean("enabled", true);
}
/**
* returns the name of the filter
* @return the Filter's name
*/
public String getName() {
return name;
}
/**
* Sets the name of the filter
* @param name
*/
public void setName(String name) {
this.name = name;
}
/**
* returns the default pass frame buffer
* @return
*/
protected FrameBuffer getRenderFrameBuffer() {
return defaultPass.renderFrameBuffer;
}
/**
* sets the default pas frame buffer
* @param renderFrameBuffer
*/
protected void setRenderFrameBuffer(FrameBuffer renderFrameBuffer) {
this.defaultPass.renderFrameBuffer = renderFrameBuffer;
}
/**
* returns the rendered texture of this filter
* @return
*/
protected Texture2D getRenderedTexture() {
return defaultPass.renderedTexture;
}
/**
* sets the rendered texture of this filter
* @param renderedTexture
*/
protected void setRenderedTexture(Texture2D renderedTexture) {
this.defaultPass.renderedTexture = renderedTexture;
}
/**
* Override this method and return true if your Filter needs the depth texture
*
* @return true if your Filter need the depth texture
*/
protected boolean isRequiresDepthTexture() {
return false;
}
/**
* Override this method and return false if your Filter does not need the scene texture
*
* @return false if your Filter does not need the scene texture
*/
protected boolean isRequiresSceneTexture() {
return true;
}
/**
* returns the list of the postRender passes
* @return
*/
protected List<Pass> getPostRenderPasses() {
return postRenderPasses;
}
/**
* Enable or disable this filter
* @param enabled true to enable
*/
public void setEnabled(boolean enabled) {
if (processor != null) {
processor.setFilterState(this, enabled);
} else {
this.enabled = enabled;
}
}
/**
* returns ttrue if the filter is enabled
* @return enabled
*/
public boolean isEnabled() {
return enabled;
}
/**
* sets a reference to the FilterPostProcessor ti which this filter is attached
* @param proc
*/
protected void setProcessor(FilterPostProcessor proc) {
processor = proc;
}
/**
* This method is called right after the filter has been rendered to the
* framebuffer.
* Note that buffer will be null if the filter is the last one in the stack
* and has been rendered to screen
* @param r the renderer
* @param buffer the framebuffer on hich the filtre has been rendered.
*/
protected void postFilter(Renderer r, FrameBuffer buffer){
}
}
/*
* Copyright (c) 2009-2012 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.export.*;
import com.jme3.material.Material;
import com.jme3.renderer.Caps;
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.Image.Format;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture2D;
import java.io.IOException;
import java.util.Collection;
import java.util.Iterator;
import java.util.List;
/**
* Filters are 2D effects applied to the rendered scene.<br>
* The filter is fed with the rendered scene image rendered in an offscreen frame buffer.<br>
* This texture is applied on a full-screen quad with a special material.<br>
* This material uses a shader that applies the desired effect to the scene texture.<br>
* <br>
* This class is abstract, any Filter must extend it.<br>
* Any filter holds a frameBuffer and a texture<br>
* The getMaterial must return a Material that use a GLSL shader implementing the desired effect<br>
*
* @author Rémy Bouquet aka Nehon
*/
public abstract class Filter implements Savable {
private String name;
protected Pass defaultPass;
protected List<Pass> postRenderPasses;
protected Material material;
protected boolean enabled = true;
protected FilterPostProcessor processor;
public Filter(String name) {
this.name = name;
}
/**
* Inner class Pass
* Pass are like filters in filters.
* Some filters will need multiple passes before the final render
*/
public class Pass {
protected FrameBuffer renderFrameBuffer;
protected Texture2D renderedTexture;
protected Texture2D depthTexture;
protected Material passMaterial;
/**
* init the pass called internally
* @param renderer
* @param width
* @param height
* @param textureFormat
* @param depthBufferFormat
* @param numSamples
*/
public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat, int numSamples, boolean renderDepth) {
Collection<Caps> caps = renderer.getCaps();
if (numSamples > 1 && caps.contains(Caps.FrameBufferMultisample) && caps.contains(Caps.OpenGL31)) {
renderFrameBuffer = new FrameBuffer(width, height, numSamples);
renderedTexture = new Texture2D(width, height, numSamples, textureFormat);
renderFrameBuffer.setDepthBuffer(depthBufferFormat);
if (renderDepth) {
depthTexture = new Texture2D(width, height, numSamples, depthBufferFormat);
renderFrameBuffer.setDepthTexture(depthTexture);
}
} else {
renderFrameBuffer = new FrameBuffer(width, height, 1);
renderedTexture = new Texture2D(width, height, textureFormat);
renderFrameBuffer.setDepthBuffer(depthBufferFormat);
if (renderDepth) {
depthTexture = new Texture2D(width, height, depthBufferFormat);
renderFrameBuffer.setDepthTexture(depthTexture);
}
}
renderFrameBuffer.setColorTexture(renderedTexture);
}
/**
* init the pass called internally
* @param renderer
* @param width
* @param height
* @param textureFormat
* @param depthBufferFormat
*/
public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat) {
init(renderer, width, height, textureFormat, depthBufferFormat, 1);
}
public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat, int numSamples) {
init(renderer, width, height, textureFormat, depthBufferFormat, numSamples, false);
}
/**
* init the pass called internally
* @param renderer
* @param width
* @param height
* @param textureFormat
* @param depthBufferFormat
* @param numSample
* @param material
*/
public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat, int numSample, Material material) {
init(renderer, width, height, textureFormat, depthBufferFormat, numSample);
passMaterial = material;
}
public boolean requiresSceneAsTexture() {
return false;
}
public boolean requiresDepthAsTexture() {
return false;
}
public void beforeRender() {
}
public FrameBuffer getRenderFrameBuffer() {
return renderFrameBuffer;
}
public void setRenderFrameBuffer(FrameBuffer renderFrameBuffer) {
this.renderFrameBuffer = renderFrameBuffer;
}
public Texture2D getDepthTexture() {
return depthTexture;
}
public Texture2D getRenderedTexture() {
return renderedTexture;
}
public void setRenderedTexture(Texture2D renderedTexture) {
this.renderedTexture = renderedTexture;
}
public Material getPassMaterial() {
return passMaterial;
}
public void setPassMaterial(Material passMaterial) {
this.passMaterial = passMaterial;
}
public void cleanup(Renderer r) {
renderFrameBuffer.dispose();
renderedTexture.getImage().dispose();
if(depthTexture!=null){
depthTexture.getImage().dispose();
}
}
}
/**
* returns the default pass texture format
* @return
*/
protected Format getDefaultPassTextureFormat() {
return Format.RGBA8;
}
/**
* returns the default pass depth format
* @return
*/
protected Format getDefaultPassDepthFormat() {
return Format.Depth;
}
/**
* construct a Filter
*/
protected Filter() {
this("filter");
}
/**
*
* initialize this filter
* use InitFilter for overriding filter initialization
* @param manager the assetManager
* @param renderManager the renderManager
* @param vp the viewport
* @param w the width
* @param h the height
*/
protected final void init(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
// cleanup(renderManager.getRenderer());
defaultPass = new Pass();
defaultPass.init(renderManager.getRenderer(), w, h, getDefaultPassTextureFormat(), getDefaultPassDepthFormat());
initFilter(manager, renderManager, vp, w, h);
}
/**
* cleanup this filter
* @param r
*/
protected final void cleanup(Renderer r) {
processor = null;
if (defaultPass != null) {
defaultPass.cleanup(r);
}
if (postRenderPasses != null) {
for (Iterator<Pass> it = postRenderPasses.iterator(); it.hasNext();) {
Pass pass = it.next();
pass.cleanup(r);
}
}
cleanUpFilter(r);
}
/**
* Initialization of sub classes filters
* This method is called once when the filter is added to the FilterPostProcessor
* It should contain Material initializations and extra passes initialization
* @param manager the assetManager
* @param renderManager the renderManager
* @param vp the viewPort where this filter is rendered
* @param w the width of the filter
* @param h the height of the filter
*/
protected abstract void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h);
/**
* override this method if you have some cleanup to do
* @param r the renderer
*/
protected void cleanUpFilter(Renderer r) {
}
/**
* Must return the material used for this filter.
* this method is called every frame.
*
* @return the material used for this filter.
*/
protected abstract Material getMaterial();
/**
* Override if you want to do something special with the depth texture;
* @param depthTexture
*/
protected void setDepthTexture(Texture depthTexture){
getMaterial().setTexture("DepthTexture", depthTexture);
}
/**
* Override this method if you want to make a pre pass, before the actual rendering of the frame
* @param queue
*/
protected void postQueue(RenderQueue queue) {
}
/**
* Override this method if you want to modify parameters according to tpf before the rendering of the frame.
* This is useful for animated filters
* Also it can be the place to render pre passes
* @param tpf the time used to render the previous frame
*/
protected void preFrame(float tpf) {
}
/**
* Override this method if you want to make a pass just after the frame has been rendered and just before the filter rendering
* @param renderManager
* @param viewPort
* @param prevFilterBuffer
* @param sceneBuffer
*/
protected void postFrame(RenderManager renderManager, ViewPort viewPort, FrameBuffer prevFilterBuffer, FrameBuffer sceneBuffer) {
}
/**
* Override this method if you want to save extra properties when the filter is saved else only basic properties of the filter will be saved
* This method should always begin by super.write(ex);
* @param ex
* @throws IOException
*/
public void write(JmeExporter ex) throws IOException {
OutputCapsule oc = ex.getCapsule(this);
oc.write(name, "name", "");
oc.write(enabled, "enabled", true);
}
/**
* Override this method if you want to load extra properties when the filter
* is loaded else only basic properties of the filter will be loaded
* This method should always begin by super.read(im);
*/
public void read(JmeImporter im) throws IOException {
InputCapsule ic = im.getCapsule(this);
name = ic.readString("name", "");
enabled = ic.readBoolean("enabled", true);
}
/**
* returns the name of the filter
* @return the Filter's name
*/
public String getName() {
return name;
}
/**
* Sets the name of the filter
* @param name
*/
public void setName(String name) {
this.name = name;
}
/**
* returns the default pass frame buffer
* @return
*/
protected FrameBuffer getRenderFrameBuffer() {
return defaultPass.renderFrameBuffer;
}
/**
* sets the default pas frame buffer
* @param renderFrameBuffer
*/
protected void setRenderFrameBuffer(FrameBuffer renderFrameBuffer) {
this.defaultPass.renderFrameBuffer = renderFrameBuffer;
}
/**
* returns the rendered texture of this filter
* @return
*/
protected Texture2D getRenderedTexture() {
return defaultPass.renderedTexture;
}
/**
* sets the rendered texture of this filter
* @param renderedTexture
*/
protected void setRenderedTexture(Texture2D renderedTexture) {
this.defaultPass.renderedTexture = renderedTexture;
}
/**
* Override this method and return true if your Filter needs the depth texture
*
* @return true if your Filter need the depth texture
*/
protected boolean isRequiresDepthTexture() {
return false;
}
/**
* Override this method and return false if your Filter does not need the scene texture
*
* @return false if your Filter does not need the scene texture
*/
protected boolean isRequiresSceneTexture() {
return true;
}
/**
* returns the list of the postRender passes
* @return
*/
protected List<Pass> getPostRenderPasses() {
return postRenderPasses;
}
/**
* Enable or disable this filter
* @param enabled true to enable
*/
public void setEnabled(boolean enabled) {
if (processor != null) {
processor.setFilterState(this, enabled);
} else {
this.enabled = enabled;
}
}
/**
* returns true if the filter is enabled
* @return enabled
*/
public boolean isEnabled() {
return enabled;
}
/**
* sets a reference to the FilterPostProcessor ti which this filter is attached
* @param proc
*/
protected void setProcessor(FilterPostProcessor proc) {
processor = proc;
}
/**
* This method is called right after the filter has been rendered to the
* framebuffer.
* Note that buffer will be null if the filter is the last one in the stack
* and has been rendered to screen
* @param r the renderer
* @param buffer the framebuffer on which the filter has been rendered.
*/
protected void postFilter(Renderer r, FrameBuffer buffer){
}
}

@ -287,8 +287,8 @@ public class Camera implements Savable, Cloneable {
}
/**
* This method copise the settings of the given camera.
*
* This method copies the settings of the given camera.
*
* @param cam
* the camera we copy the settings from
*/
@ -368,8 +368,8 @@ public class Camera implements Savable, Cloneable {
/**
* Sets a clipPlane for this camera.
* The cliPlane is used to recompute the projectionMatrix using the plane as the near plane
* This technique is known as the oblique near-plane clipping method introduced by Eric Lengyel
* The clipPlane is used to recompute the
* projectionMatrix using the plane as the near plane * This technique is known as the oblique near-plane clipping method introduced by Eric Lengyel
* more info here
* <ul>
* <li><a href="http://www.terathon.com/code/oblique.html">http://www.terathon.com/code/oblique.html</a>
@ -668,8 +668,8 @@ public class Camera implements Savable, Cloneable {
}
/**
* <code>setRotation</code> sets the orientation of this camera.
* This will be equivelant to setting each of the axes:
* <code>setRotation</code> sets the orientation of this camera. This will
* be equivalent to setting each of the axes:
* <code><br>
* cam.setLeft(rotation.getRotationColumn(0));<br>
* cam.setUp(rotation.getRotationColumn(1));<br>
@ -803,7 +803,7 @@ public class Camera implements Savable, Cloneable {
}
/**
* <code>lookAt</code> is a convienence method for auto-setting the frame
* <code>lookAt</code> is a convenience method for auto-setting the frame
* based on a world position the user desires the camera to look at. It
* repoints the camera towards the given position using the difference
* between the position and the current camera location as a direction
@ -996,7 +996,7 @@ public class Camera implements Savable, Cloneable {
/**
* <code>contains</code> tests a bounding volume against the planes of the
* camera's frustum. The frustums planes are set such that the normals all
* camera's frustum. The frustum's planes are set such that the normals all
* face in towards the viewable scene. Therefore, if the bounding volume is
* on the negative side of the plane is can be culled out.
*

@ -269,7 +269,7 @@ public interface Renderer {
/**
* Renders <code>count</code> meshes, with the geometry data supplied.
* The shader which is currently set with <code>setShader</code> is
* responsible for transforming the input verticies into clip space
* responsible for transforming the input vertices into clip space
* and shading it based on the given vertex attributes.
* The int variable gl_InstanceID can be used to access the current
* instance of the mesh being rendered inside the vertex shader.

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