git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9189 75d07b2b-3a1a-0410-a2c5-0572b91ccdca3.0
@ -1,43 +0,0 @@ |
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MaterialDef Bloom { |
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|
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MaterialParameters { |
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Int NumSamples |
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Texture2D Texture |
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Float ExposurePow |
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Float ExposureCutoff |
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Boolean Extract |
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Texture2D GlowMap |
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} |
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|
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Technique { |
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VertexShader GLSL150: Common/MatDefs/Post/Post15.vert |
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FragmentShader GLSL150: Common/MatDefs/Post/bloomExtract15.frag |
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|
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WorldParameters { |
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WorldViewProjectionMatrix |
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} |
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|
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Defines { |
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HAS_GLOWMAP : GlowMap |
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DO_EXTRACT : Extract |
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RESOLVE_MS : NumSamples |
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} |
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} |
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|
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Technique { |
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VertexShader GLSL100: Common/MatDefs/Post/Post.vert |
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FragmentShader GLSL100: Common/MatDefs/Post/bloomExtract.frag |
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|
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WorldParameters { |
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WorldViewProjectionMatrix |
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} |
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|
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Defines { |
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HAS_GLOWMAP : GlowMap |
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DO_EXTRACT : Extract |
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} |
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} |
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|
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Technique FixedFunc { |
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} |
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} |
@ -1,36 +0,0 @@ |
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MaterialDef Bloom Final { |
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|
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MaterialParameters { |
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Int NumSamples |
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Texture2D Texture |
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Texture2D BloomTex |
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Float BloomIntensity |
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} |
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|
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Technique { |
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VertexShader GLSL100: Common/MatDefs/Post/Post15.vert |
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FragmentShader GLSL150: Common/MatDefs/Post/bloomFinal15.frag |
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|
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WorldParameters { |
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WorldViewProjectionMatrix |
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} |
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|
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Defines { |
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RESOLVE_MS : NumSamples |
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} |
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} |
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|
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Technique { |
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VertexShader GLSL100: Common/MatDefs/Post/Post.vert |
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FragmentShader GLSL100: Common/MatDefs/Post/bloomFinal.frag |
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|
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WorldParameters { |
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WorldViewProjectionMatrix |
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} |
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} |
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|
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|
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|
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Technique FixedFunc { |
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} |
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} |
@ -1,55 +0,0 @@ |
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uniform vec4 m_EdgeColor; |
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|
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uniform float m_EdgeWidth; |
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uniform float m_EdgeIntensity; |
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|
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uniform float m_NormalThreshold; |
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uniform float m_DepthThreshold; |
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|
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uniform float m_NormalSensitivity; |
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uniform float m_DepthSensitivity; |
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|
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varying vec2 texCoord; |
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|
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uniform sampler2D m_Texture; |
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uniform sampler2D m_NormalsTexture; |
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uniform sampler2D m_DepthTexture; |
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|
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uniform vec2 g_Resolution; |
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|
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vec4 fetchNormalDepth(vec2 tc){ |
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vec4 nd; |
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nd.xyz = texture2D(m_NormalsTexture, tc).rgb; |
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nd.w = texture2D(m_DepthTexture, tc).r; |
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return nd; |
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} |
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|
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void main(){ |
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vec3 color = texture2D(m_Texture, texCoord).rgb; |
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|
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vec2 edgeOffset = vec2(m_EdgeWidth) / g_Resolution; |
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|
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vec4 n1 = fetchNormalDepth(texCoord + vec2(-1.0, -1.0) * edgeOffset); |
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vec4 n2 = fetchNormalDepth(texCoord + vec2( 1.0, 1.0) * edgeOffset); |
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vec4 n3 = fetchNormalDepth(texCoord + vec2(-1.0, 1.0) * edgeOffset); |
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vec4 n4 = fetchNormalDepth(texCoord + vec2( 1.0, -1.0) * edgeOffset); |
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|
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// Work out how much the normal and depth values are changing. |
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vec4 diagonalDelta = abs(n1 - n2) + abs(n3 - n4); |
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|
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float normalDelta = dot(diagonalDelta.xyz, vec3(1.0)); |
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float depthDelta = diagonalDelta.w; |
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|
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// Filter out very small changes, in order to produce nice clean results. |
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normalDelta = clamp((normalDelta - m_NormalThreshold) * m_NormalSensitivity, 0.0, 1.0); |
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depthDelta = clamp((depthDelta - m_DepthThreshold) * m_DepthSensitivity, 0.0, 1.0); |
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|
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// Does this pixel lie on an edge? |
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float edgeAmount = clamp(normalDelta + depthDelta, 0.0, 1.0) * m_EdgeIntensity; |
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|
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// Apply the edge detection result to the main scene color. |
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//color *= (1.0 - edgeAmount); |
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color = mix (color,m_EdgeColor.rgb,edgeAmount); |
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|
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gl_FragColor = vec4(color, 1.0); |
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} |
@ -1,48 +0,0 @@ |
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MaterialDef Cartoon Edge { |
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|
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MaterialParameters { |
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Int NumSamples |
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Int NumSamplesDepth |
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Texture2D Texture |
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Texture2D NormalsTexture |
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Texture2D DepthTexture |
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Color EdgeColor |
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Float EdgeWidth |
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Float EdgeIntensity |
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Float NormalThreshold |
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Float DepthThreshold |
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Float NormalSensitivity |
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Float DepthSensitivity |
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} |
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|
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Technique { |
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VertexShader GLSL150: Common/MatDefs/Post/Post15.vert |
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FragmentShader GLSL150: Common/MatDefs/Post/CartoonEdge15.frag |
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|
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WorldParameters { |
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WorldViewProjectionMatrix |
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WorldViewMatrix |
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Resolution |
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} |
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|
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Defines { |
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RESOLVE_MS : NumSamples |
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RESOLVE_DEPTH_MS : NumSamplesDepth |
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} |
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} |
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|
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|
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Technique { |
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VertexShader GLSL100: Common/MatDefs/Post/Post.vert |
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FragmentShader GLSL100: Common/MatDefs/Post/CartoonEdge.frag |
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|
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WorldParameters { |
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WorldViewProjectionMatrix |
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WorldViewMatrix |
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Resolution |
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} |
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} |
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|
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Technique FixedFunc { |
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} |
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} |
@ -1,57 +0,0 @@ |
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#import "Common/ShaderLib/MultiSample.glsllib" |
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|
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uniform COLORTEXTURE m_Texture; |
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uniform DEPTHTEXTURE m_DepthTexture; |
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|
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uniform sampler2D m_NormalsTexture; |
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uniform vec2 g_Resolution; |
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|
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uniform vec4 m_EdgeColor; |
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|
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uniform float m_EdgeWidth; |
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uniform float m_EdgeIntensity; |
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|
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uniform float m_NormalThreshold; |
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uniform float m_DepthThreshold; |
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|
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uniform float m_NormalSensitivity; |
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uniform float m_DepthSensitivity; |
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|
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in vec2 texCoord; |
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out vec4 outFragColor; |
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|
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vec4 fetchNormalDepth(vec2 tc){ |
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vec4 nd; |
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nd.xyz = texture2D(m_NormalsTexture, tc).rgb; |
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nd.w = fetchTextureSample(m_DepthTexture, tc,0).r; |
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return nd; |
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} |
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|
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void main(){ |
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vec3 color = getColor(m_Texture, texCoord).rgb; |
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|
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vec2 edgeOffset = vec2(m_EdgeWidth) / textureSize(m_NormalsTexture, 0); |
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vec4 n1 = fetchNormalDepth(texCoord + vec2(-1.0, -1.0) * edgeOffset); |
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vec4 n2 = fetchNormalDepth(texCoord + vec2( 1.0, 1.0) * edgeOffset); |
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vec4 n3 = fetchNormalDepth(texCoord + vec2(-1.0, 1.0) * edgeOffset); |
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vec4 n4 = fetchNormalDepth(texCoord + vec2( 1.0, -1.0) * edgeOffset); |
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|
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// Work out how much the normal and depth values are changing. |
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vec4 diagonalDelta = abs(n1 - n2) + abs(n3 - n4); |
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|
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float normalDelta = dot(diagonalDelta.xyz, vec3(1.0)); |
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float depthDelta = diagonalDelta.w; |
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// Filter out very small changes, in order to produce nice clean results. |
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normalDelta = clamp((normalDelta - m_NormalThreshold) * m_NormalSensitivity, 0.0, 1.0); |
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depthDelta = clamp((depthDelta - m_DepthThreshold) * m_DepthSensitivity, 0.0, 1.0); |
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|
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// Does this pixel lie on an edge? |
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float edgeAmount = clamp(normalDelta + depthDelta, 0.0, 1.0) * m_EdgeIntensity; |
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|
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// Apply the edge detection result to the main scene color. |
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//color *= (1.0 - edgeAmount); |
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color = mix (color,m_EdgeColor.rgb,edgeAmount); |
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|
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outFragColor = vec4(color, 1.0); |
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} |
@ -1,51 +0,0 @@ |
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uniform sampler2D m_Texture; |
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varying vec2 texCoord; |
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|
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uniform vec4 m_LineColor; |
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uniform vec4 m_PaperColor; |
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uniform float m_ColorInfluenceLine; |
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uniform float m_ColorInfluencePaper; |
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|
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uniform float m_FillValue; |
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uniform float m_Luminance1; |
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uniform float m_Luminance2; |
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uniform float m_Luminance3; |
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uniform float m_Luminance4; |
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uniform float m_Luminance5; |
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|
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uniform float m_LineDistance; |
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uniform float m_LineThickness; |
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|
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void main() { |
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vec4 texVal = texture2D(m_Texture, texCoord); |
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float linePixel = 0.0; |
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float lum = texVal.r*0.2126 + texVal.g*0.7152 + texVal.b*0.0722; |
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if (lum < m_Luminance1){ |
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if (mod(gl_FragCoord.x + gl_FragCoord.y, m_LineDistance * 2.0) < m_LineThickness) |
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linePixel = 1.0; |
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} |
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if (lum < m_Luminance2){ |
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if (mod(gl_FragCoord.x - gl_FragCoord.y, m_LineDistance * 2.0) < m_LineThickness) |
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linePixel = 1.0; |
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} |
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if (lum < m_Luminance3){ |
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if (mod(gl_FragCoord.x + gl_FragCoord.y - m_LineDistance, m_LineDistance) < m_LineThickness) |
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linePixel = 1.0; |
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} |
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if (lum < m_Luminance4){ |
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if (mod(gl_FragCoord.x - gl_FragCoord.y - m_LineDistance, m_LineDistance) < m_LineThickness) |
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linePixel = 1.0; |
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} |
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if (lum < m_Luminance5){ // No line, make a blob instead |
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linePixel = m_FillValue; |
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} |
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|
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// Mix line color with existing color information |
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vec4 lineColor = mix(m_LineColor, texVal, m_ColorInfluenceLine); |
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// Mix paper color with existing color information |
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vec4 paperColor = mix(m_PaperColor, texVal, m_ColorInfluencePaper); |
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|
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gl_FragColor = mix(paperColor, lineColor, linePixel); |
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} |
@ -1,41 +0,0 @@ |
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MaterialDef CrossHatch { |
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|
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MaterialParameters { |
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Int NumSamples |
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Texture2D Texture; |
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Vector4 LineColor; |
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Vector4 PaperColor; |
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Float ColorInfluenceLine; |
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Float ColorInfluencePaper; |
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Float FillValue; |
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Float Luminance1; |
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Float Luminance2; |
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Float Luminance3; |
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Float Luminance4; |
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Float Luminance5; |
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Float LineThickness; |
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Float LineDistance; |
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} |
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|
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Technique { |
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VertexShader GLSL150: Common/MatDefs/Post/Post15.vert |
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FragmentShader GLSL150: Common/MatDefs/Post/CrossHatch15.frag |
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|
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WorldParameters { |
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WorldViewProjectionMatrix |
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} |
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} |
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|
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Technique { |
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VertexShader GLSL100: Common/MatDefs/Post/Post.vert |
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FragmentShader GLSL100: Common/MatDefs/Post/CrossHatch.frag |
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|
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WorldParameters { |
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WorldViewProjectionMatrix |
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} |
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} |
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|
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Technique FixedFunc { |
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} |
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|
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} |
@ -1,53 +0,0 @@ |
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#import "Common/ShaderLib/MultiSample.glsllib" |
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|
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uniform COLORTEXTURE m_Texture; |
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in vec2 texCoord; |
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|
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uniform vec4 m_LineColor; |
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uniform vec4 m_PaperColor; |
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uniform float m_ColorInfluenceLine; |
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uniform float m_ColorInfluencePaper; |
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|
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uniform float m_FillValue; |
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uniform float m_Luminance1; |
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uniform float m_Luminance2; |
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uniform float m_Luminance3; |
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uniform float m_Luminance4; |
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uniform float m_Luminance5; |
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|
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uniform float m_LineDistance; |
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uniform float m_LineThickness; |
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|
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void main() { |
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vec4 texVal = getColor(m_Texture, texCoord); |
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float linePixel = 0; |
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|
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float lum = texVal.r*0.2126 + texVal.g*0.7152 + texVal.b*0.0722; |
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|
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if (lum < m_Luminance1){ |
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if (mod(gl_FragCoord.x + gl_FragCoord.y, m_LineDistance * 2.0) < m_LineThickness) |
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linePixel = 1; |
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} |
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if (lum < m_Luminance2){ |
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if (mod(gl_FragCoord.x - gl_FragCoord.y, m_LineDistance * 2.0) < m_LineThickness) |
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linePixel = 1; |
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} |
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if (lum < m_Luminance3){ |
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if (mod(gl_FragCoord.x + gl_FragCoord.y - m_LineDistance, m_LineDistance) < m_LineThickness) |
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linePixel = 1; |
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} |
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if (lum < m_Luminance4){ |
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if (mod(gl_FragCoord.x - gl_FragCoord.y - m_LineDistance, m_LineDistance) < m_LineThickness) |
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linePixel = 1; |
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} |
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if (lum < m_Luminance5){ // No line, make a blob instead |
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linePixel = m_FillValue; |
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} |
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|
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// Mix line color with existing color information |
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vec4 lineColor = mix(m_LineColor, texVal, m_ColorInfluenceLine); |
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// Mix paper color with existing color information |
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vec4 paperColor = mix(m_PaperColor, texVal, m_ColorInfluencePaper); |
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|
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gl_FragColor = mix(paperColor, lineColor, linePixel); |
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} |
@ -1,89 +0,0 @@ |
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uniform sampler2D m_Texture; |
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uniform sampler2D m_DepthTexture; |
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varying vec2 texCoord; |
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|
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uniform float m_FocusRange; |
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uniform float m_FocusDistance; |
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uniform float m_XScale; |
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uniform float m_YScale; |
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|
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vec2 m_NearFar = vec2( 0.1, 1000.0 ); |
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|
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void main() { |
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|
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vec4 texVal = texture2D( m_Texture, texCoord ); |
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|
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float zBuffer = texture2D( m_DepthTexture, texCoord ).r; |
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|
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// |
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// z_buffer_value = a + b / z; |
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// |
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// Where: |
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// a = zFar / ( zFar - zNear ) |
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// b = zFar * zNear / ( zNear - zFar ) |
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// z = distance from the eye to the object |
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// |
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// Which means: |
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// zb - a = b / z; |
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// z * (zb - a) = b |
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// z = b / (zb - a) |
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// |
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float a = m_NearFar.y / (m_NearFar.y - m_NearFar.x); |
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float b = m_NearFar.y * m_NearFar.x / (m_NearFar.x - m_NearFar.y); |
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float z = b / (zBuffer - a); |
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|
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// Above could be the same for any depth-based filter |
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|
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// We want to be purely focused right at |
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// m_FocusDistance and be purely unfocused |
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// at +/- m_FocusRange to either side of that. |
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float unfocus = min( 1.0, abs( z - m_FocusDistance ) / m_FocusRange ); |
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|
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if( unfocus < 0.2 ) { |
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// If we are mostly in focus then don't bother with the |
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// convolution filter |
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gl_FragColor = texVal; |
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} else { |
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// Perform a wide convolution filter and we scatter it |
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// a bit to avoid some texture look-ups. Instead of |
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// a full 5x5 (25-1 lookups) we'll skip every other one |
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// to only perform 12. |
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// 1 0 1 0 1 |
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// 0 1 0 1 0 |
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// 1 0 x 0 1 |
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// 0 1 0 1 0 |
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// 1 0 1 0 1 |
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// |
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// You can get away with 8 just around the outside but |
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// it looks more jittery to me. |
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|
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vec4 sum = vec4(0.0); |
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|
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float x = texCoord.x; |
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float y = texCoord.y; |
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|
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float xScale = m_XScale; |
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float yScale = m_YScale; |
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|
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// In order from lower left to right, depending on how you look at it |
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sum += texture2D( m_Texture, vec2(x - 2.0 * xScale, y - 2.0 * yScale) ); |
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sum += texture2D( m_Texture, vec2(x - 0.0 * xScale, y - 2.0 * yScale) ); |
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sum += texture2D( m_Texture, vec2(x + 2.0 * xScale, y - 2.0 * yScale) ); |
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sum += texture2D( m_Texture, vec2(x - 1.0 * xScale, y - 1.0 * yScale) ); |
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sum += texture2D( m_Texture, vec2(x + 1.0 * xScale, y - 1.0 * yScale) ); |
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sum += texture2D( m_Texture, vec2(x - 2.0 * xScale, y - 0.0 * yScale) ); |
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sum += texture2D( m_Texture, vec2(x + 2.0 * xScale, y - 0.0 * yScale) ); |
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sum += texture2D( m_Texture, vec2(x - 1.0 * xScale, y + 1.0 * yScale) ); |
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sum += texture2D( m_Texture, vec2(x + 1.0 * xScale, y + 1.0 * yScale) ); |
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sum += texture2D( m_Texture, vec2(x - 2.0 * xScale, y + 2.0 * yScale) ); |
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sum += texture2D( m_Texture, vec2(x - 0.0 * xScale, y + 2.0 * yScale) ); |
||||
sum += texture2D( m_Texture, vec2(x + 2.0 * xScale, y + 2.0 * yScale) ); |
||||
|
||||
sum = sum / 12.0; |
||||
|
||||
gl_FragColor = mix( texVal, sum, unfocus ); |
||||
|
||||
// I used this for debugging the range |
||||
// gl_FragColor.r = unfocus; |
||||
} |
||||
} |
@ -1,25 +0,0 @@ |
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MaterialDef Depth Of Field { |
||||
|
||||
MaterialParameters { |
||||
Int NumSamples |
||||
Int NumSamplesDepth |
||||
Texture2D Texture |
||||
Texture2D DepthTexture |
||||
Float FocusRange; |
||||
Float FocusDistance; |
||||
Float XScale; |
||||
Float YScale; |
||||
} |
||||
|
||||
Technique { |
||||
VertexShader GLSL100: Common/MatDefs/Post/Post.vert |
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FragmentShader GLSL100: Common/MatDefs/Post/DepthOfField.frag |
||||
|
||||
WorldParameters { |
||||
WorldViewProjectionMatrix |
||||
} |
||||
} |
||||
|
||||
Technique FixedFunc { |
||||
} |
||||
} |
@ -1,88 +0,0 @@ |
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#extension GL_EXT_gpu_shader4 : enable |
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|
||||
uniform sampler2D m_Texture; |
||||
uniform vec2 g_Resolution; |
||||
|
||||
uniform float m_VxOffset; |
||||
uniform float m_SpanMax; |
||||
uniform float m_ReduceMul; |
||||
|
||||
varying vec2 texCoord; |
||||
varying vec4 posPos; |
||||
|
||||
#define FxaaTex(t, p) texture2D(t, p) |
||||
|
||||
#if __VERSION__ >= 130 |
||||
#define OffsetVec(a, b) ivec2(a, b) |
||||
#define FxaaTexOff(t, p, o, r) textureOffset(t, p, o) |
||||
#elif defined(GL_EXT_gpu_shader4) |
||||
#define OffsetVec(a, b) ivec2(a, b) |
||||
#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) |
||||
#else |
||||
#define OffsetVec(a, b) vec2(a, b) |
||||
#define FxaaTexOff(t, p, o, r) texture2D(t, p + o * r) |
||||
#endif |
||||
|
||||
vec3 FxaaPixelShader( |
||||
vec4 posPos, // Output of FxaaVertexShader interpolated across screen. |
||||
sampler2D tex, // Input texture. |
||||
vec2 rcpFrame) // Constant {1.0/frameWidth, 1.0/frameHeight}. |
||||
{ |
||||
|
||||
#define FXAA_REDUCE_MIN (1.0/128.0) |
||||
//#define FXAA_REDUCE_MUL (1.0/8.0) |
||||
//#define FXAA_SPAN_MAX 8.0 |
||||
|
||||
vec3 rgbNW = FxaaTex(tex, posPos.zw).xyz; |
||||
vec3 rgbNE = FxaaTexOff(tex, posPos.zw, OffsetVec(1,0), rcpFrame.xy).xyz; |
||||
vec3 rgbSW = FxaaTexOff(tex, posPos.zw, OffsetVec(0,1), rcpFrame.xy).xyz; |
||||
vec3 rgbSE = FxaaTexOff(tex, posPos.zw, OffsetVec(1,1), rcpFrame.xy).xyz; |
||||
|
||||
vec3 rgbM = FxaaTex(tex, posPos.xy).xyz; |
||||
|
||||
vec3 luma = vec3(0.299, 0.587, 0.114); |
||||
float lumaNW = dot(rgbNW, luma); |
||||
float lumaNE = dot(rgbNE, luma); |
||||
float lumaSW = dot(rgbSW, luma); |
||||
float lumaSE = dot(rgbSE, luma); |
||||
float lumaM = dot(rgbM, luma); |
||||
|
||||
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); |
||||
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); |
||||
|
||||
vec2 dir; |
||||
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); |
||||
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); |
||||
|
||||
float dirReduce = max( |
||||
(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * m_ReduceMul), |
||||
FXAA_REDUCE_MIN); |
||||
float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce); |
||||
dir = min(vec2( m_SpanMax, m_SpanMax), |
||||
max(vec2(-m_SpanMax, -m_SpanMax), |
||||
dir * rcpDirMin)) * rcpFrame.xy; |
||||
|
||||
vec3 rgbA = (1.0/2.0) * ( |
||||
FxaaTex(tex, posPos.xy + dir * vec2(1.0/3.0 - 0.5)).xyz + |
||||
FxaaTex(tex, posPos.xy + dir * vec2(2.0/3.0 - 0.5)).xyz); |
||||
vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( |
||||
FxaaTex(tex, posPos.xy + dir * vec2(0.0/3.0 - 0.5)).xyz + |
||||
FxaaTex(tex, posPos.xy + dir * vec2(3.0/3.0 - 0.5)).xyz); |
||||
|
||||
float lumaB = dot(rgbB, luma); |
||||
|
||||
if ((lumaB < lumaMin) || (lumaB > lumaMax)) |
||||
{ |
||||
return rgbA; |
||||
} |
||||
else |
||||
{ |
||||
return rgbB; |
||||
} |
||||
} |
||||
|
||||
void main() |
||||
{ |
||||
vec2 rcpFrame = vec2(1.0) / g_Resolution; |
||||
gl_FragColor = vec4(FxaaPixelShader(posPos, m_Texture, rcpFrame), 1.0); |
||||
} |
@ -1,20 +0,0 @@ |
||||
MaterialDef FXAA { |
||||
MaterialParameters { |
||||
Int NumSamples |
||||
Texture2D Texture |
||||
Float SubPixelShift |
||||
Float VxOffset |
||||
Float SpanMax |
||||
Float ReduceMul |
||||
} |
||||
Technique { |
||||
VertexShader GLSL100: Common/MatDefs/Post/FXAA.vert |
||||
FragmentShader GLSL100: Common/MatDefs/Post/FXAA.frag |
||||
WorldParameters { |
||||
WorldViewProjectionMatrix |
||||
Resolution |
||||
} |
||||
} |
||||
Technique FixedFunc { |
||||
} |
||||
} |
@ -1,18 +0,0 @@ |
||||
uniform mat4 g_WorldViewProjectionMatrix; |
||||
uniform vec2 g_Resolution; |
||||
|
||||
uniform float m_SubPixelShift; |
||||
|
||||
attribute vec4 inPosition; |
||||
attribute vec2 inTexCoord; |
||||
|
||||
varying vec2 texCoord; |
||||
varying vec4 posPos; |
||||
|
||||
void main() { |
||||
gl_Position = inPosition * 2.0 - 1.0; //vec4(pos, 0.0, 1.0); |
||||
texCoord = inTexCoord; |
||||
vec2 rcpFrame = vec2(1.0) / g_Resolution; |
||||
posPos.xy = inTexCoord.xy; |
||||
posPos.zw = inTexCoord.xy - (rcpFrame * vec2(0.5 + m_SubPixelShift)); |
||||
} |
@ -1,11 +0,0 @@ |
||||
uniform sampler2D m_Texture; |
||||
varying vec2 texCoord; |
||||
|
||||
uniform float m_Value; |
||||
|
||||
void main() { |
||||
vec4 texVal = texture2D(m_Texture, texCoord); |
||||
|
||||
gl_FragColor = texVal * m_Value; |
||||
|
||||
} |
@ -1,34 +0,0 @@ |
||||
MaterialDef Fade { |
||||
|
||||
MaterialParameters { |
||||
Int NumSamples |
||||
Texture2D Texture |
||||
Float Value |
||||
} |
||||
|
||||
Technique { |
||||
VertexShader GLSL150: Common/MatDefs/Post/Post15.vert |
||||
FragmentShader GLSL150: Common/MatDefs/Post/Fade15.frag |
||||
|
||||
WorldParameters { |
||||
WorldViewProjectionMatrix |
||||
} |
||||
|
||||
Defines { |
||||
RESOLVE_MS : NumSamples |
||||
} |
||||
} |
||||
|
||||
Technique { |
||||
VertexShader GLSL100: Common/MatDefs/Post/Post.vert |
||||
FragmentShader GLSL100: Common/MatDefs/Post/Fade.frag |
||||
|
||||
WorldParameters { |
||||
WorldViewProjectionMatrix |
||||
} |
||||
} |
||||
|
||||
Technique FixedFunc { |
||||
} |
||||
|
||||
} |
@ -1,11 +0,0 @@ |
||||
#import "Common/ShaderLib/MultiSample.glsllib" |
||||
|
||||
uniform COLORTEXTURE m_Texture; |
||||
uniform float m_Value; |
||||
|
||||
in vec2 texCoord; |
||||
|
||||
void main() { |
||||
vec4 texVal = getColor(m_Texture, texCoord); |
||||
gl_FragColor = texVal * m_Value; |
||||
} |
@ -1,21 +0,0 @@ |
||||
uniform sampler2D m_Texture; |
||||
uniform sampler2D m_DepthTexture; |
||||
varying vec2 texCoord; |
||||
|
||||
uniform vec4 m_FogColor; |
||||
uniform float m_FogDensity; |
||||
uniform float m_FogDistance; |
||||
|
||||
vec2 m_FrustumNearFar=vec2(1.0,m_FogDistance); |
||||
const float LOG2 = 1.442695; |
||||
|
||||
void main() { |
||||
vec4 texVal = texture2D(m_Texture, texCoord); |
||||
float fogVal =texture2D(m_DepthTexture,texCoord).r; |
||||
float depth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - fogVal* (m_FrustumNearFar.y-m_FrustumNearFar.x)); |
||||
|
||||
float fogFactor = exp2( -m_FogDensity * m_FogDensity * depth * depth * LOG2 ); |
||||
fogFactor = clamp(fogFactor, 0.0, 1.0); |
||||
gl_FragColor =mix(m_FogColor,texVal,fogFactor); |
||||
|
||||
} |
@ -1,39 +0,0 @@ |
||||
MaterialDef Fade { |
||||
|
||||
MaterialParameters { |
||||
Int NumSamples |
||||
Int NumSamplesDepth |
||||
Texture2D Texture |
||||
Texture2D DepthTexture |
||||
Vector4 FogColor; |
||||
Float FogDensity; |
||||
Float FogDistance; |
||||
} |
||||
|
||||
Technique { |
||||
VertexShader GLSL150: Common/MatDefs/Post/Post15.vert |
||||
FragmentShader GLSL150: Common/MatDefs/Post/Fog15.frag |
||||
|
||||
WorldParameters { |
||||
WorldViewProjectionMatrix |
||||
} |
||||
|
||||
Defines { |
||||
RESOLVE_MS : NumSamples |
||||
RESOLVE_DEPTH_MS : NumSamplesDepth |
||||
} |
||||
} |
||||
|
||||
Technique { |
||||
VertexShader GLSL100: Common/MatDefs/Post/Post.vert |
||||
FragmentShader GLSL100: Common/MatDefs/Post/Fog.frag |
||||
|
||||
WorldParameters { |
||||
WorldViewProjectionMatrix |
||||
} |
||||
} |
||||
|
||||
Technique FixedFunc { |
||||
} |
||||
|
||||
} |
@ -1,24 +0,0 @@ |
||||
#import "Common/ShaderLib/MultiSample.glsllib" |
||||
|
||||
uniform COLORTEXTURE m_Texture; |
||||
uniform DEPTHTEXTURE m_DepthTexture; |
||||
|
||||
uniform vec4 m_FogColor; |
||||
uniform float m_FogDensity; |
||||
uniform float m_FogDistance; |
||||
|
||||
in vec2 texCoord; |
||||
|
||||
vec2 m_FrustumNearFar=vec2(1.0,m_FogDistance); |
||||
const float LOG2 = 1.442695; |
||||
|
||||
void main() { |
||||
vec4 texVal = getColor(m_Texture, texCoord); |
||||
float fogVal = getDepth(m_DepthTexture,texCoord).r; |
||||
float depth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - fogVal* (m_FrustumNearFar.y-m_FrustumNearFar.x)); |
||||
|
||||
float fogFactor = exp2( -m_FogDensity * m_FogDensity * depth * depth * LOG2 ); |
||||
fogFactor = clamp(fogFactor, 0.0, 1.0); |
||||
gl_FragColor =mix(m_FogColor,texVal,fogFactor); |
||||
|
||||
} |
@ -1,23 +0,0 @@ |
||||
uniform sampler2D m_Texture; |
||||
varying vec2 texCoord; |
||||
|
||||
uniform float m_gamma; |
||||
|
||||
vec3 gamma(vec3 L,float gamma) |
||||
{ |
||||
return pow(L, vec3(1.0 / gamma)); |
||||
} |
||||
|
||||
void main() { |
||||
vec4 texVal = texture2D(m_Texture, texCoord); |
||||
|
||||
if(m_gamma > 0.0) |
||||
{ |
||||
texVal.rgb = gamma(texVal.rgb , m_gamma); |
||||
} |
||||
#ifdef COMPUTE_LUMA |
||||
texVal.a = dot(texVal.rgb, vec3(0.299, 0.587, 0.114)); |
||||
#endif |
||||
|
||||
gl_FragColor = texVal; |
||||
} |
@ -1,39 +0,0 @@ |
||||
MaterialDef GammaCorrection { |
||||
|
||||
MaterialParameters { |
||||
Int NumSamples |
||||
Texture2D Texture |
||||
Float gamma |
||||
Boolean computeLuma |
||||
} |
||||
|
||||
Technique { |
||||
VertexShader GLSL150: Common/MatDefs/Post/Post15.vert |
||||
FragmentShader GLSL150: Common/MatDefs/Post/GammaCorrection15.frag |
||||
|
||||
WorldParameters { |
||||
WorldViewProjectionMatrix |
||||
} |
||||
|
||||
Defines { |
||||
COMPUTE_LUMA : computeLuma |
||||
} |
||||
} |
||||
|
||||
Technique { |
||||
VertexShader GLSL100: Common/MatDefs/Post/Post.vert |
||||
FragmentShader GLSL100: Common/MatDefs/Post/GammaCorrection.frag |
||||
|
||||
WorldParameters { |
||||
WorldViewProjectionMatrix |
||||
} |
||||
|
||||
Defines { |
||||
COMPUTE_LUMA : computeLuma |
||||
} |
||||
} |
||||
|
||||
Technique FixedFunc { |
||||
} |
||||
|
||||
} |
@ -1,26 +0,0 @@ |
||||
#import "Common/ShaderLib/MultiSample.glsllib" |
||||
|
||||
uniform COLORTEXTURE m_Texture; |
||||
in vec2 texCoord; |
||||
|
||||
uniform float m_gamma; |
||||
|
||||
vec3 gamma(vec3 L,float gamma) |
||||
{ |
||||
return pow(L, vec3(1.0 / gamma)); |
||||
} |
||||
|
||||
void main() { |
||||
vec4 texVal = texture2D(m_Texture, texCoord); |
||||
|
||||
if(m_gamma > 0.0) |
||||
{ |
||||
texVal.rgb = gamma(texVal.rgb , m_gamma); |
||||
} |
||||
|
||||
#ifdef COMPUTE_LUMA |
||||
texVal.a = dot(texVal.rgb, vec3(0.299, 0.587, 0.114)); |
||||
#endif |
||||
|
||||
gl_FragColor = texVal; |
||||
} |
@ -1,36 +0,0 @@ |
||||
uniform sampler2D m_Texture; |
||||
uniform sampler2D m_DepthTexture; |
||||
uniform int m_NbSamples; |
||||
uniform float m_BlurStart; |
||||
uniform float m_BlurWidth; |
||||
uniform float m_LightDensity; |
||||
uniform bool m_Display; |
||||
|
||||
varying vec2 lightPos; |
||||
varying vec2 texCoord; |
||||
|
||||
void main(void) |
||||
{ |
||||
if(m_Display){ |
||||
|
||||
vec4 colorRes= texture2D(m_Texture,texCoord); |
||||
float factor=(m_BlurWidth/float(m_NbSamples-1.0)); |
||||
float scale; |
||||
vec2 texCoo=texCoord-lightPos; |
||||
vec2 scaledCoord; |
||||
vec4 res = vec4(0.0); |
||||
for(int i=0; i<m_NbSamples; i++) { |
||||
scale = i * factor + m_BlurStart ; |
||||
scaledCoord=texCoo*scale+lightPos; |
||||
if(texture2D(m_DepthTexture,scaledCoord).r==1.0){ |
||||
res += texture2D(m_Texture,scaledCoord); |
||||
} |
||||
} |
||||
res /= m_NbSamples; |
||||
|
||||
//Blend the original color with the averaged pixels |
||||
gl_FragColor =mix( colorRes, res, m_LightDensity); |
||||
}else{ |
||||
gl_FragColor= texture2D(m_Texture,texCoord); |
||||
} |
||||
} |
@ -1,41 +0,0 @@ |
||||
MaterialDef Light Scattering { |
||||
MaterialParameters { |
||||
Int NumSamples |
||||
Int NumSamplesDepth |
||||
Texture2D Texture |
||||
Texture2D DepthTexture |
||||
Vector3 LightPosition |
||||
Int NbSamples |
||||
Float BlurStart |
||||
Float BlurWidth |
||||
Float LightDensity |
||||
Boolean Display |
||||
Boolean multiSampledDepth |
||||
} |
||||
|
||||
Technique { |
||||
VertexShader GLSL150: Common/MatDefs/Post/LightScattering15.vert |
||||
FragmentShader GLSL150: Common/MatDefs/Post/LightScattering15.frag |
||||
|
||||
WorldParameters { |
||||
WorldViewProjectionMatrix |
||||
} |
||||
|
||||
Defines { |
||||
RESOLVE_MS : NumSamples |
||||
RESOLVE_DEPTH_MS : NumSamplesDepth |
||||
} |
||||
} |
||||
|
||||
Technique { |
||||
VertexShader GLSL120: Common/MatDefs/Post/LightScattering.vert |
||||
FragmentShader GLSL120: Common/MatDefs/Post/LightScattering.frag |
||||
|
||||
WorldParameters { |
||||
WorldViewProjectionMatrix |
||||
} |
||||
} |
||||
|
||||
Technique FixedFunc { |
||||
} |
||||
} |
@ -1,14 +0,0 @@ |
||||
uniform mat4 g_WorldViewProjectionMatrix; |
||||
uniform vec3 m_LightPosition; |
||||
|
||||
attribute vec4 inPosition; |
||||
attribute vec2 inTexCoord; |
||||
varying vec2 texCoord; |
||||
varying vec2 lightPos; |
||||
|
||||
void main() { |
||||
vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy; |
||||
gl_Position = vec4(pos, 0.0, 1.0); |
||||
lightPos=m_LightPosition.xy; |
||||
texCoord = inTexCoord; |
||||
} |
@ -1,39 +0,0 @@ |
||||
#import "Common/ShaderLib/MultiSample.glsllib" |
||||
|
||||
uniform COLORTEXTURE m_Texture; |
||||
uniform DEPTHTEXTURE m_DepthTexture; |
||||
|
||||
uniform int m_NbSamples; |
||||
uniform float m_BlurStart; |
||||
uniform float m_BlurWidth; |
||||
uniform float m_LightDensity; |
||||
uniform bool m_Display; |
||||
|
||||
in vec2 lightPos; |
||||
in vec2 texCoord; |
||||
|
||||
void main(void) |
||||
{ |
||||
if(m_Display){ |
||||
|
||||
vec4 colorRes= getColor(m_Texture,texCoord); |
||||
float factor=(m_BlurWidth/float(m_NbSamples-1.0)); |
||||
float scale; |
||||
vec2 texCoo=texCoord-lightPos; |
||||
vec2 scaledCoord; |
||||
vec4 res = vec4(0.0); |
||||
for(int i=0; i<m_NbSamples; i++) { |
||||
scale = i * factor + m_BlurStart ; |
||||
scaledCoord=texCoo*scale+lightPos; |
||||
if(fetchTextureSample(m_DepthTexture, scaledCoord,0).r==1.0){ |
||||
res += fetchTextureSample(m_Texture,scaledCoord,0); |
||||
} |
||||
} |
||||
res /= m_NbSamples; |
||||
|
||||
//Blend the original color with the averaged pixels |
||||
gl_FragColor =mix( colorRes, res, m_LightDensity); |
||||
}else{ |
||||
gl_FragColor= getColor(m_Texture,texCoord); |
||||
} |
||||
} |
@ -1,14 +0,0 @@ |
||||
uniform mat4 g_WorldViewProjectionMatrix; |
||||
uniform vec3 m_LightPosition; |
||||
|
||||
in vec4 inPosition; |
||||
in vec2 inTexCoord; |
||||
out vec2 texCoord; |
||||
out vec2 lightPos; |
||||
|
||||
void main() { |
||||
vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy; |
||||
gl_Position = vec4(pos, 0.0, 1.0); |
||||
lightPos=m_LightPosition.xy; |
||||
texCoord = inTexCoord; |
||||
} |
@ -1,9 +0,0 @@ |
||||
uniform sampler2D m_Texture; |
||||
uniform vec4 m_Color; |
||||
varying vec2 texCoord; |
||||
|
||||
void main() { |
||||
vec4 texVal = texture2D(m_Texture, texCoord); |
||||
gl_FragColor = texVal * m_Color; |
||||
} |
||||
|
@ -1,36 +0,0 @@ |
||||
MaterialDef Default GUI { |
||||
|
||||
MaterialParameters { |
||||
Int NumSamples |
||||
Texture2D Texture |
||||
Color Color |
||||
} |
||||
|
||||
Technique { |
||||
VertexShader GLSL150: Common/MatDefs/Post/Post15.vert |
||||
FragmentShader GLSL150: Common/MatDefs/Post/Overlay15.frag |
||||
|
||||
WorldParameters { |
||||
WorldViewProjectionMatrix |
||||
} |
||||
|
||||
Defines { |
||||
RESOLVE_MS : NumSamples |
||||
} |
||||
|
||||
} |
||||
|
||||
Technique { |
||||
VertexShader GLSL100: Common/MatDefs/Post/Post.vert |
||||
FragmentShader GLSL100: Common/MatDefs/Post/Overlay.frag |
||||
|
||||
WorldParameters { |
||||
WorldViewProjectionMatrix |
||||
} |
||||
|
||||
} |
||||
|
||||
Technique FixedFunc { |
||||
} |
||||
|
||||
} |
@ -1,11 +0,0 @@ |
||||
#import "Common/ShaderLib/MultiSample.glsllib" |
||||
|
||||
uniform COLORTEXTURE m_Texture; |
||||
uniform vec4 m_Color; |
||||
in vec2 texCoord; |
||||
|
||||
void main() { |
||||
vec4 texVal = getColor(m_Texture, texCoord); |
||||
gl_FragColor = texVal * m_Color; |
||||
} |
||||
|
@ -1,10 +0,0 @@ |
||||
uniform mat4 g_WorldViewProjectionMatrix; |
||||
|
||||
attribute vec4 inPosition; |
||||
attribute vec2 inTexCoord; |
||||
varying vec2 texCoord; |
||||
|
||||
void main() { |
||||
gl_Position = inPosition * 2.0 - 1.0; //vec4(pos, 0.0, 1.0); |
||||
texCoord = inTexCoord; |
||||
} |
@ -1,12 +0,0 @@ |
||||
uniform mat4 g_WorldViewProjectionMatrix; |
||||
|
||||
in vec4 inPosition; |
||||
in vec2 inTexCoord; |
||||
|
||||
out vec2 texCoord; |
||||
|
||||
void main() { |
||||
vec2 pos = (g_WorldViewProjectionMatrix * inPosition).xy; |
||||
gl_Position = vec4(pos, 0.0, 1.0); |
||||
texCoord = inTexCoord; |
||||
} |
@ -1,18 +0,0 @@ |
||||
uniform sampler2D m_Texture; |
||||
varying vec2 texCoord; |
||||
|
||||
uniform int m_NumColors; |
||||
uniform float m_Gamma; |
||||
uniform float m_Strength; |
||||
|
||||
void main() { |
||||
vec4 texVal = texture2D(m_Texture, texCoord); |
||||
|
||||
texVal = pow(texVal, vec4(m_Gamma)); |
||||
texVal = texVal * vec4(m_NumColors); |
||||
texVal = floor(texVal); |
||||
texVal = texVal / vec4(m_NumColors); |
||||
texVal = pow(texVal, vec4(1.0/m_Gamma)); |
||||
|
||||
gl_FragColor = mix(texture2D(m_Texture, texCoord), texVal, m_Strength); |
||||
} |
@ -1,32 +0,0 @@ |
||||
MaterialDef Posterization { |
||||
|
||||
MaterialParameters { |
||||
Int NumSamples |
||||
Texture2D Texture; |
||||
Int NumColors; |
||||
Float Gamma; |
||||
Float Strength; |
||||
} |
||||
|
||||
Technique { |
||||
VertexShader GLSL150: Common/MatDefs/Post/Post15.vert |
||||
FragmentShader GLSL150: Common/MatDefs/Post/Posterization15.frag |
||||
|
||||
WorldParameters { |
||||
WorldViewProjectionMatrix |
||||
} |
||||
} |
||||
|
||||
Technique { |
||||
VertexShader GLSL100: Common/MatDefs/Post/Post.vert |
||||
FragmentShader GLSL100: Common/MatDefs/Post/Posterization.frag |
||||
|
||||
WorldParameters { |
||||
WorldViewProjectionMatrix |
||||
} |
||||
} |
||||
|
||||
Technique FixedFunc { |
||||
} |
||||
|
||||
} |
@ -1,20 +0,0 @@ |
||||
#import "Common/ShaderLib/MultiSample.glsllib" |
||||
|
||||
uniform COLORTEXTURE m_Texture; |
||||
in vec2 texCoord; |
||||
|
||||
uniform int m_NumColors; |
||||
uniform float m_Gamma; |
||||
uniform float m_Strength; |
||||
|
||||
void main() { |
||||
vec4 texVal = getColor(m_Texture, texCoord); |
||||
|
||||
texVal = pow(texVal, vec4(m_Gamma)); |
||||
texVal = texVal * m_NumColors; |
||||
texVal = floor(texVal); |
||||
texVal = texVal / m_NumColors; |
||||
texVal = pow(texVal, vec4(1.0/m_Gamma)); |
||||
|
||||
gl_FragColor = mix(getColor(m_Texture, texCoord), texVal, m_Strength); |
||||
} |
@ -1,29 +0,0 @@ |
||||
uniform float m_ExposurePow; |
||||
uniform float m_ExposureCutoff; |
||||
uniform sampler2D m_Texture; |
||||
|
||||
varying vec2 texCoord; |
||||
|
||||
#ifdef HAS_GLOWMAP |
||||
uniform sampler2D m_GlowMap; |
||||
#endif |
||||
|
||||
void main(){ |
||||
vec4 color = vec4(0.0); |
||||
#ifdef DO_EXTRACT |
||||
color = texture2D( m_Texture, texCoord ); |
||||
if ( (color.r+color.g+color.b)/3.0 < m_ExposureCutoff ) { |
||||
color = vec4(0.0); |
||||
}else{ |
||||
color = pow(color,vec4(m_ExposurePow)); |
||||
} |
||||
#endif |
||||
|
||||
#ifdef HAS_GLOWMAP |
||||
vec4 glowColor = texture2D(m_GlowMap, texCoord); |
||||
glowColor = pow(glowColor, vec4(m_ExposurePow)); |
||||
color += glowColor; |
||||
#endif |
||||
|
||||
gl_FragColor = color; |
||||
} |
@ -1,33 +0,0 @@ |
||||
#import "Common/ShaderLib/MultiSample.glsllib" |
||||
|
||||
uniform COLORTEXTURE m_Texture; |
||||
|
||||
uniform float m_ExposurePow; |
||||
uniform float m_ExposureCutoff; |
||||
|
||||
in vec2 texCoord; |
||||
out vec4 outFragColor; |
||||
|
||||
#ifdef HAS_GLOWMAP |
||||
uniform sampler2D m_GlowMap; |
||||
#endif |
||||
|
||||
void main(){ |
||||
vec4 color = vec4(0.0); |
||||
#ifdef DO_EXTRACT |
||||
color = getColorSingle(m_Texture, texCoord); |
||||
if ( (color.r + color.g + color.b) / 3.0 >= m_ExposureCutoff ) { |
||||
color = pow(color, vec4(m_ExposurePow)); |
||||
}else{ |
||||
color = vec4(0.0); |
||||
} |
||||
#endif |
||||
|
||||
#ifdef HAS_GLOWMAP |
||||
vec4 glowColor = texture2D( m_GlowMap, texCoord ); |
||||
glowColor = pow(glowColor, vec4(m_ExposurePow)); |
||||
color += glowColor; |
||||
#endif |
||||
|
||||
outFragColor = color; |
||||
} |
@ -1,12 +0,0 @@ |
||||
uniform sampler2D m_Texture; |
||||
uniform sampler2D m_BloomTex; |
||||
uniform float m_BloomIntensity; |
||||
|
||||
varying vec2 texCoord; |
||||
|
||||
void main(){ |
||||
vec4 colorRes = texture2D(m_Texture, texCoord); |
||||
vec4 bloom = texture2D(m_BloomTex, texCoord); |
||||
gl_FragColor = bloom * m_BloomIntensity + colorRes; |
||||
} |
||||
|
@ -1,15 +0,0 @@ |
||||
#import "Common/ShaderLib/MultiSample.glsllib" |
||||
|
||||
uniform COLORTEXTURE m_Texture; |
||||
|
||||
uniform sampler2D m_BloomTex; |
||||
uniform float m_BloomIntensity; |
||||
|
||||
in vec2 texCoord; |
||||
|
||||
void main(){ |
||||
vec4 colorRes = getColor(m_Texture,texCoord); |
||||
vec4 bloom = texture2D(m_BloomTex, texCoord); |
||||
gl_FragColor = bloom * m_BloomIntensity + colorRes; |
||||
} |
||||
|
Before Width: | Height: | Size: 42 KiB |
@ -1,21 +0,0 @@ |
||||
varying vec3 normal; |
||||
varying vec2 texCoord; |
||||
|
||||
|
||||
#ifdef DIFFUSEMAP_ALPHA |
||||
uniform sampler2D m_DiffuseMap; |
||||
uniform float m_AlphaDiscardThreshold; |
||||
#endif |
||||
|
||||
void main(void) |
||||
{ |
||||
|
||||
#ifdef DIFFUSEMAP_ALPHA |
||||
if(texture2D(m_DiffuseMap,texCoord).a<m_AlphaDiscardThreshold){ |
||||
discard; |
||||
} |
||||
#endif |
||||
gl_FragColor = vec4(normal.xy* 0.5 + 0.5,-normal.z* 0.5 + 0.5, 1.0); |
||||
|
||||
} |
||||
|
@ -1,16 +0,0 @@ |
||||
uniform mat4 g_WorldViewProjectionMatrix; |
||||
uniform mat3 g_NormalMatrix; |
||||
|
||||
attribute vec3 inPosition; |
||||
attribute vec3 inNormal; |
||||
attribute vec4 inTexCoord; |
||||
|
||||
varying vec3 normal; |
||||
varying vec2 texCoord; |
||||
|
||||
void main(void) |
||||
{ |
||||
texCoord=inTexCoord.xy; |
||||
normal = normalize(g_NormalMatrix * inNormal); |
||||
gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition,1.0); |
||||
} |
@ -1,104 +0,0 @@ |
||||
uniform vec2 g_Resolution; |
||||
uniform vec2 m_FrustumNearFar; |
||||
uniform sampler2D m_Texture; |
||||
uniform sampler2D m_Normals; |
||||
uniform sampler2D m_DepthTexture; |
||||
uniform vec3 m_FrustumCorner; |
||||
uniform float m_SampleRadius; |
||||
uniform float m_Intensity; |
||||
uniform float m_Scale; |
||||
uniform float m_Bias; |
||||
uniform bool m_UseOnlyAo; |
||||
uniform bool m_UseAo; |
||||
uniform vec2[4] m_Samples; |
||||
|
||||
varying vec2 texCoord; |
||||
|
||||
float depthv; |
||||
|
||||
vec3 getPosition(in vec2 uv){ |
||||
//Reconstruction from depth |
||||
depthv =texture2D(m_DepthTexture,uv).r; |
||||
float depth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - depthv* (m_FrustumNearFar.y-m_FrustumNearFar.x)); |
||||
|
||||
//one frustum corner method |
||||
float x = mix(-m_FrustumCorner.x, m_FrustumCorner.x, uv.x); |
||||
float y = mix(-m_FrustumCorner.y, m_FrustumCorner.y, uv.y); |
||||
|
||||
return depth* vec3(x, y, m_FrustumCorner.z); |
||||
} |
||||
|
||||
vec3 getNormal(in vec2 uv){ |
||||
return normalize(texture2D(m_Normals, uv).xyz * 2.0 - 1.0); |
||||
} |
||||
|
||||
vec2 getRandom(in vec2 uv){ |
||||
float rand=(fract(uv.x*(g_Resolution.x/2.0))*0.25)+(fract(uv.y*(g_Resolution.y/2.0))*0.5); |
||||
return normalize(vec2(rand,rand)); |
||||
} |
||||
|
||||
float doAmbientOcclusion(in vec2 tc, in vec3 pos, in vec3 norm){ |
||||
vec3 diff = getPosition(tc)- pos; |
||||
vec3 v = normalize(diff); |
||||
float d = length(diff) * m_Scale; |
||||
|
||||
return max(0.0, dot(norm, v) - m_Bias) * ( 1.0/(1.0 + d) ) * m_Intensity; |
||||
} |
||||
|
||||
vec4 getColor(in float result){ |
||||
|
||||
if(m_UseOnlyAo){ |
||||
return vec4(result,result,result, 1.0); |
||||
} |
||||
if(m_UseAo){ |
||||
return texture2D(m_Texture,texCoord)* vec4(result,result,result, 1.0); |
||||
}else{ |
||||
return texture2D(m_Texture,texCoord); |
||||
} |
||||
|
||||
} |
||||
|
||||
vec2 reflection(in vec2 v1,in vec2 v2){ |
||||
vec2 result= 2.0 * dot(v2, v1) * v2; |
||||
result=v1-result; |
||||
return result; |
||||
} |
||||
|
||||
|
||||
//const vec2 vec[4] = vec2[4](vec2(1.0,0.0), vec2(-1.0,0.0), vec2(0.0,1.0), vec2(0.0,-1.0)); |
||||
void main(){ |
||||
|
||||
float result; |
||||
|
||||
//vec2 vec[4] = { vec2(1.0, 0.0), vec2(-1.0, 0.0), vec2(0.0, 1.0), vec2(0.0, -1.0) }; |
||||
vec3 position = getPosition(texCoord); |
||||
//optimization, do not calculate AO if depth is 1 |
||||
if(depthv==1.0){ |
||||
gl_FragColor=getColor(1.0); |
||||
return; |
||||
} |
||||
vec3 normal = getNormal(texCoord); |
||||
vec2 rand = getRandom(texCoord); |
||||
|
||||
float ao = 0.0; |
||||
float rad =m_SampleRadius / position.z; |
||||
|
||||
|
||||
int iterations = 4; |
||||
for (int j = 0; j < iterations; ++j){ |
||||
vec2 coord1 = reflection(vec2(m_Samples[j]), vec2(rand)) * vec2(rad,rad); |
||||
vec2 coord2 = vec2(coord1.x* 0.707 - coord1.y* 0.707, coord1.x* 0.707 + coord1.y* 0.707) ; |
||||
|
||||
ao += doAmbientOcclusion(texCoord + coord1.xy * 0.25, position, normal); |
||||
ao += doAmbientOcclusion(texCoord + coord2 * 0.50, position, normal); |
||||
ao += doAmbientOcclusion(texCoord + coord1.xy * 0.75, position, normal); |
||||
ao += doAmbientOcclusion(texCoord + coord2 * 1.00, position, normal); |
||||
|
||||
} |
||||
ao /= float(iterations) * 4.0; |
||||
result = 1.0-ao; |
||||
|
||||
gl_FragColor=getColor(result); |
||||
|
||||
//gl_FragColor=vec4(normal,1.0); |
||||
} |
@ -1,51 +0,0 @@ |
||||
MaterialDef SSAO { |
||||
|
||||
MaterialParameters { |
||||
Int NumSamples |
||||
Int NumSamplesDepth |
||||
Texture2D Texture |
||||
Texture2D RandomMap |
||||
Texture2D Normals |
||||
Texture2D DepthTexture |
||||
Vector3 FrustumCorner |
||||
Float SampleRadius |
||||
Float Intensity |
||||
Float Scale |
||||
Float Bias |
||||
Vector2 FrustumNearFar |
||||
Vector2Array Samples |
||||
} |
||||
|
||||
Technique { |
||||
VertexShader GLSL150: Common/MatDefs/Post/Post15.vert |
||||
FragmentShader GLSL150: Common/MatDefs/SSAO/ssao15.frag |
||||
|
||||
WorldParameters { |
||||
WorldViewProjectionMatrix |
||||
WorldViewMatrix |
||||
Resolution |
||||
} |
||||
|
||||
Defines { |
||||
RESOLVE_MS : NumSamples |
||||
RESOLVE_DEPTH_MS : NumSamplesDepth |
||||
} |
||||
} |
||||
|
||||
Technique { |
||||
VertexShader GLSL120: Common/MatDefs/Post/Post.vert |
||||
FragmentShader GLSL120: Common/MatDefs/SSAO/ssao.frag |
||||
|
||||
WorldParameters { |
||||
WorldViewProjectionMatrix |
||||
WorldViewMatrix |
||||
Resolution |
||||
|
||||
} |
||||
} |
||||
|
||||
|
||||
|
||||
Technique FixedFunc { |
||||
} |
||||
} |
@ -1,96 +0,0 @@ |
||||
#import "Common/ShaderLib/MultiSample.glsllib" |
||||
|
||||
uniform COLORTEXTURE m_Texture; |
||||
uniform DEPTHTEXTURE m_DepthTexture; |
||||
|
||||
uniform vec2 g_Resolution; |
||||
uniform vec2 m_FrustumNearFar; |
||||
uniform sampler2D m_Normals; |
||||
uniform sampler2D m_RandomMap; |
||||
uniform vec3 m_FrustumCorner; |
||||
uniform float m_SampleRadius; |
||||
uniform float m_Intensity; |
||||
uniform float m_Scale; |
||||
uniform float m_Bias; |
||||
uniform vec2[4] m_Samples; |
||||
|
||||
in vec2 texCoord; |
||||
|
||||
float depthv; |
||||
|
||||
vec3 getPosition(in vec2 uv){ |
||||
//Reconstruction from depth |
||||
depthv =getDepth(m_DepthTexture,uv).r; |
||||
float depth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - depthv* (m_FrustumNearFar.y-m_FrustumNearFar.x)); |
||||
|
||||
//one frustum corner method |
||||
float x = mix(-m_FrustumCorner.x, m_FrustumCorner.x, uv.x); |
||||
float y = mix(-m_FrustumCorner.y, m_FrustumCorner.y, uv.y); |
||||
|
||||
return depth* vec3(x, y, m_FrustumCorner.z); |
||||
} |
||||
|
||||
vec3 getNormal(in vec2 uv){ |
||||
return normalize(texture2D(m_Normals, uv).xyz * 2.0 - 1.0); |
||||
} |
||||
|
||||
vec2 getRandom(in vec2 uv){ |
||||
//float rand=(fract(uv.x*(g_Resolution.x/2.0))*0.25)+(fract(uv.y*(g_Resolution.y/2.0))*0.5); |
||||
vec4 rand=texture2D(m_RandomMap,g_Resolution * uv / 128.0 * 3.0)*2.0 -1.0; |
||||
|
||||
return normalize(rand.xy); |
||||
} |
||||
|
||||
float doAmbientOcclusion(in vec2 tc, in vec3 pos, in vec3 norm){ |
||||
vec3 diff = getPosition(tc)- pos; |
||||
vec3 v = normalize(diff); |
||||
float d = length(diff) * m_Scale; |
||||
|
||||
return max(0.0, dot(norm, v) - m_Bias) * ( 1.0/(1.0 + d) ) * m_Intensity; |
||||
} |
||||
|
||||
|
||||
vec2 reflection(in vec2 v1,in vec2 v2){ |
||||
vec2 result= 2.0 * dot(v2, v1) * v2; |
||||
result=v1-result; |
||||
return result; |
||||
} |
||||
|
||||
|
||||
//const vec2 vec[4] = vec2[4](vec2(1.0,0.0), vec2(-1.0,0.0), vec2(0.0,1.0), vec2(0.0,-1.0)); |
||||
void main(){ |
||||
|
||||
float result; |
||||
|
||||
//vec2 vec[4] = { vec2(1.0, 0.0), vec2(-1.0, 0.0), vec2(0.0, 1.0), vec2(0.0, -1.0) }; |
||||
vec3 position = getPosition(texCoord); |
||||
//optimization, do not calculate AO if depth is 1 |
||||
if(depthv==1.0){ |
||||
gl_FragColor=vec4(1.0); |
||||
return; |
||||
} |
||||
vec3 normal = getNormal(texCoord); |
||||
vec2 rand = getRandom(texCoord); |
||||
|
||||
float ao = 0.0; |
||||
float rad =m_SampleRadius / position.z; |
||||
|
||||
|
||||
int iterations = 4; |
||||
for (int j = 0; j < iterations; ++j){ |
||||
vec2 coord1 = reflection(vec2(m_Samples[j]), rand) * vec2(rad,rad); |
||||
vec2 coord2 = vec2(coord1.x* 0.707 - coord1.y* 0.707, coord1.x* 0.707 + coord1.y* 0.707) ; |
||||
|
||||
ao += doAmbientOcclusion(texCoord + coord1.xy * 0.25, position, normal); |
||||
ao += doAmbientOcclusion(texCoord + coord2 * 0.50, position, normal); |
||||
ao += doAmbientOcclusion(texCoord + coord1.xy * 0.75, position, normal); |
||||
ao += doAmbientOcclusion(texCoord + coord2 * 1.00, position, normal); |
||||
|
||||
} |
||||
ao /= float(iterations) * 4.0; |
||||
result = 1.0-ao; |
||||
|
||||
gl_FragColor=vec4(result,result,result, 1.0); |
||||
//gl_FragColor=vec4(depthv,depthv,depthv, 1.0); |
||||
|
||||
} |
@ -1,159 +0,0 @@ |
||||
uniform sampler2D m_Texture; |
||||
uniform sampler2D m_DepthTexture; |
||||
uniform sampler2D m_SSAOMap; |
||||
uniform vec2 g_Resolution; |
||||
uniform bool m_UseOnlyAo; |
||||
uniform bool m_UseAo; |
||||
uniform float m_XScale; |
||||
uniform float m_YScale; |
||||
uniform vec2 m_FrustumNearFar; |
||||
|
||||
varying vec2 texCoord; |
||||
|
||||
vec4 getColor(vec4 color){ |
||||
|
||||
|
||||
#ifdef USE_ONLY_AO |
||||
return color; |
||||
#endif |
||||
#ifdef USE_AO |
||||
return texture2D(m_Texture,texCoord)* color; |
||||
#endif |
||||
|
||||
return texture2D(m_Texture,texCoord); |
||||
|
||||
} |
||||
|
||||
float readDepth(in vec2 uv){ |
||||
float depthv =texture2D(m_DepthTexture,uv).r; |
||||
return (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - depthv* (m_FrustumNearFar.y-m_FrustumNearFar.x)); |
||||
} |
||||
|
||||
const float epsilon = 0.005; |
||||
|
||||
|
||||
/* |
||||
const int kernelSize=7; |
||||
|
||||
vec4 bilateralFilter() { |
||||
vec4 color = vec4(0.0); |
||||
|
||||
vec2 sample; |
||||
float sum = 0.0; |
||||
float coefZ; |
||||
float Zp = readDepth(texCoord); |
||||
|
||||
for(int i = -(kernelSize-1); i <= (kernelSize-1); i+=2) { |
||||
for(int j = -(kernelSize-1); j <= (kernelSize-1); j+=2) { |
||||
sample = texCoord + vec2(i,j) / g_Resolution; |
||||
float zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
sum += coefZ; |
||||
|
||||
color += coefZ * texture2D(m_SSAOMap,sample); |
||||
|
||||
} |
||||
} |
||||
|
||||
return color / sum; |
||||
} |
||||
*/ |
||||
|
||||
vec4 convolutionFilter(){ |
||||
vec4 sum = vec4(0.0); |
||||
|
||||
float x = texCoord.x; |
||||
float y = texCoord.y; |
||||
|
||||
float xScale = m_XScale; |
||||
float yScale = m_YScale; |
||||
|
||||
float zsum = 1.0; |
||||
float Zp =readDepth(texCoord); |
||||
|
||||
|
||||
vec2 sample = vec2(x - 2.0 * xScale, y - 2.0 * yScale); |
||||
float zTmp =readDepth(sample); |
||||
float coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x - 0.0 * xScale, y - 2.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x + 2.0 * xScale, y - 2.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x - 1.0 * xScale, y - 1.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x + 1.0 * xScale, y - 1.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x - 2.0 * xScale, y - 0.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x + 2.0 * xScale, y - 0.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x - 1.0 * xScale, y + 1.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x + 1.0 * xScale, y + 1.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x - 2.0 * xScale, y + 2.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x - 0.0 * xScale, y + 2.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x + 2.0 * xScale, y + 2.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
|
||||
return sum / zsum; |
||||
} |
||||
|
||||
|
||||
void main(){ |
||||
// float depth =texture2D(m_DepthTexture,uv).r; |
||||
|
||||
gl_FragColor=getColor(convolutionFilter()); |
||||
// gl_FragColor=getColor(bilateralFilter()); |
||||
// gl_FragColor=texture2D(m_SSAOMap,texCoord); |
||||
|
||||
} |
@ -1,57 +0,0 @@ |
||||
MaterialDef SSAOBlur { |
||||
|
||||
MaterialParameters { |
||||
Int NumSamples |
||||
Int NumSamplesDepth |
||||
Texture2D Texture |
||||
Texture2D SSAOMap |
||||
Texture2D DepthTexture |
||||
Vector2 FrustumNearFar |
||||
Boolean UseAo |
||||
Boolean UseOnlyAo |
||||
Float XScale |
||||
Float YScale |
||||
} |
||||
|
||||
Technique { |
||||
VertexShader GLSL150: Common/MatDefs/Post/Post15.vert |
||||
FragmentShader GLSL150: Common/MatDefs/SSAO/ssaoBlur15.frag |
||||
|
||||
WorldParameters { |
||||
WorldViewProjectionMatrix |
||||
WorldViewMatrix |
||||
Resolution |
||||
} |
||||
|
||||
Defines { |
||||
USE_AO : UseAo |
||||
USE_ONLY_AO : UseOnlyAo |
||||
RESOLVE_MS : NumSamples |
||||
RESOLVE_DEPTH_MS : NumSamplesDepth |
||||
} |
||||
} |
||||
|
||||
Technique { |
||||
VertexShader GLSL120: Common/MatDefs/Post/Post.vert |
||||
FragmentShader GLSL120: Common/MatDefs/SSAO/ssaoBlur.frag |
||||
|
||||
WorldParameters { |
||||
WorldViewProjectionMatrix |
||||
WorldViewMatrix |
||||
Resolution |
||||
|
||||
} |
||||
|
||||
Defines { |
||||
USE_AO : UseAo |
||||
USE_ONLY_AO : UseOnlyAo |
||||
RESOLVE_MS : NumSamples |
||||
RESOLVE_DEPTH_MS : NumSamplesDepth |
||||
} |
||||
} |
||||
|
||||
|
||||
|
||||
Technique FixedFunc { |
||||
} |
||||
} |
@ -1,160 +0,0 @@ |
||||
#import "Common/ShaderLib/MultiSample.glsllib" |
||||
|
||||
uniform COLORTEXTURE m_Texture; |
||||
uniform DEPTHTEXTURE m_DepthTexture; |
||||
uniform sampler2D m_SSAOMap; |
||||
uniform vec2 g_Resolution; |
||||
uniform bool m_UseOnlyAo; |
||||
uniform bool m_UseAo; |
||||
uniform float m_XScale; |
||||
uniform float m_YScale; |
||||
uniform vec2 m_FrustumNearFar; |
||||
|
||||
in vec2 texCoord; |
||||
|
||||
vec4 getResult(vec4 color){ |
||||
|
||||
#ifdef USE_ONLY_AO |
||||
return color; |
||||
#endif |
||||
#ifdef USE_AO |
||||
return getColor(m_Texture,texCoord)* color; |
||||
#endif |
||||
|
||||
return getColor(m_Texture,texCoord); |
||||
|
||||
} |
||||
|
||||
float readDepth(in vec2 uv){ |
||||
float depthv =fetchTextureSample(m_DepthTexture,uv,0).r; |
||||
return (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - depthv* (m_FrustumNearFar.y-m_FrustumNearFar.x)); |
||||
} |
||||
|
||||
const float epsilon = 0.005; |
||||
|
||||
|
||||
/* |
||||
const int kernelSize=7; |
||||
|
||||
vec4 bilateralFilter() { |
||||
vec4 color = vec4(0.0); |
||||
|
||||
vec2 sample; |
||||
float sum = 0.0; |
||||
float coefZ; |
||||
float Zp = readDepth(texCoord); |
||||
|
||||
for(int i = -(kernelSize-1); i <= (kernelSize-1); i+=2) { |
||||
for(int j = -(kernelSize-1); j <= (kernelSize-1); j+=2) { |
||||
sample = texCoord + vec2(i,j) / g_Resolution; |
||||
float zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
sum += coefZ; |
||||
|
||||
color += coefZ * texture2D(m_SSAOMap,sample); |
||||
|
||||
} |
||||
} |
||||
|
||||
return color / sum; |
||||
} |
||||
*/ |
||||
|
||||
vec4 convolutionFilter(){ |
||||
vec4 sum = vec4(0.0); |
||||
|
||||
float x = texCoord.x; |
||||
float y = texCoord.y; |
||||
|
||||
float xScale = m_XScale; |
||||
float yScale = m_YScale; |
||||
|
||||
float zsum = 1.0; |
||||
float Zp =readDepth(texCoord); |
||||
|
||||
|
||||
vec2 sample = vec2(x - 2.0 * xScale, y - 2.0 * yScale); |
||||
float zTmp =readDepth(sample); |
||||
float coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x - 0.0 * xScale, y - 2.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x + 2.0 * xScale, y - 2.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x - 1.0 * xScale, y - 1.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x + 1.0 * xScale, y - 1.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x - 2.0 * xScale, y - 0.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x + 2.0 * xScale, y - 0.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x - 1.0 * xScale, y + 1.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x + 1.0 * xScale, y + 1.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x - 2.0 * xScale, y + 2.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x - 0.0 * xScale, y + 2.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
sample = vec2(x + 2.0 * xScale, y + 2.0 * yScale); |
||||
zTmp =readDepth(sample); |
||||
coefZ = 1.0 / (epsilon + abs(Zp - zTmp)); |
||||
zsum += coefZ; |
||||
sum += coefZ* texture2D( m_SSAOMap, sample); |
||||
|
||||
|
||||
return sum / zsum; |
||||
} |
||||
|
||||
|
||||
void main(){ |
||||
// float depth =texture2D(m_DepthTexture,uv).r; |
||||
|
||||
gl_FragColor=getResult(convolutionFilter()); |
||||
// gl_FragColor=getResult(bilateralFilter()); |
||||
// gl_FragColor=getColor(m_SSAOMap,texCoord); |
||||
|
||||
} |
@ -1,34 +0,0 @@ |
||||
MaterialDef Simple Water { |
||||
|
||||
MaterialParameters { |
||||
Texture2D water_reflection |
||||
Texture2D water_refraction |
||||
Texture2D water_depthmap |
||||
Texture2D water_normalmap |
||||
Texture2D water_dudvmap |
||||
Vector4 waterColor |
||||
Vector3 lightPos |
||||
Float time |
||||
Float waterDepth |
||||
Vector4 distortionScale |
||||
Vector4 distortionMix |
||||
Vector4 texScale |
||||
Vector2 FrustumNearFar |
||||
Float waterTransparency |
||||
} |
||||
|
||||
Technique { |
||||
VertexShader GLSL100: Common/MatDefs/Water/simple_water.vert |
||||
FragmentShader GLSL100: Common/MatDefs/Water/simple_water.frag |
||||
|
||||
WorldParameters { |
||||
WorldViewProjectionMatrix |
||||
WorldViewMatrix |
||||
Resolution |
||||
CameraPosition |
||||
} |
||||
} |
||||
|
||||
Technique FixedFunc { |
||||
} |
||||
} |
Before Width: | Height: | Size: 56 KiB |
Before Width: | Height: | Size: 39 KiB |
Before Width: | Height: | Size: 64 KiB |
Before Width: | Height: | Size: 79 KiB |
Before Width: | Height: | Size: 98 KiB |
Before Width: | Height: | Size: 24 KiB |
@ -1,402 +0,0 @@ |
||||
// Water pixel shader |
||||
// Copyright (C) JMonkeyEngine 3.0 |
||||
// by Remy Bouquet (nehon) for JMonkeyEngine 3.0 |
||||
// original HLSL version by Wojciech Toman 2009 |
||||
|
||||
uniform sampler2D m_HeightMap; |
||||
uniform sampler2D m_Texture; |
||||
uniform sampler2D m_DepthTexture; |
||||
uniform sampler2D m_NormalMap; |
||||
uniform sampler2D m_FoamMap; |
||||
uniform sampler2D m_CausticsMap; |
||||
uniform sampler2D m_ReflectionMap; |
||||
|
||||
uniform mat4 m_ViewProjectionMatrixInverse; |
||||
uniform mat4 m_TextureProjMatrix; |
||||
uniform vec3 m_CameraPosition; |
||||
|
||||
uniform float m_WaterHeight; |
||||
uniform float m_Time; |
||||
uniform float m_WaterTransparency; |
||||
uniform float m_NormalScale; |
||||
uniform float m_R0; |
||||
uniform float m_MaxAmplitude; |
||||
uniform vec3 m_LightDir; |
||||
uniform vec4 m_LightColor; |
||||
uniform float m_ShoreHardness; |
||||
uniform float m_FoamHardness; |
||||
uniform float m_RefractionStrength; |
||||
uniform vec3 m_FoamExistence; |
||||
uniform vec3 m_ColorExtinction; |
||||
uniform float m_Shininess; |
||||
uniform vec4 m_WaterColor; |
||||
uniform vec4 m_DeepWaterColor; |
||||
uniform vec2 m_WindDirection; |
||||
uniform float m_SunScale; |
||||
uniform float m_WaveScale; |
||||
uniform float m_UnderWaterFogDistance; |
||||
uniform float m_CausticsIntensity; |
||||
|
||||
vec2 scale = vec2(m_WaveScale, m_WaveScale); |
||||
float refractionScale = m_WaveScale; |
||||
|
||||
// Modifies 4 sampled normals. Increase first values to have more |
||||
// smaller "waves" or last to have more bigger "waves" |
||||
const vec4 normalModifier = vec4(3.0, 2.0, 4.0, 10.0); |
||||
// Strength of displacement along normal. |
||||
// Strength of displacement along normal. |
||||
uniform float m_ReflectionDisplace; |
||||
// Water transparency along eye vector. |
||||
const float visibility = 3.0; |
||||
// foam intensity |
||||
uniform float m_FoamIntensity ; |
||||
|
||||
varying vec2 texCoord; |
||||
|
||||
mat3 MatrixInverse(in mat3 inMatrix){ |
||||
float det = dot(cross(inMatrix[0], inMatrix[1]), inMatrix[2]); |
||||
mat3 T = transpose(inMatrix); |
||||
return mat3(cross(T[1], T[2]), |
||||
cross(T[2], T[0]), |
||||
cross(T[0], T[1])) / det; |
||||
} |
||||
|
||||
|
||||
mat3 computeTangentFrame(in vec3 N, in vec3 P, in vec2 UV) { |
||||
vec3 dp1 = dFdx(P); |
||||
vec3 dp2 = dFdy(P); |
||||
vec2 duv1 = dFdx(UV); |
||||
vec2 duv2 = dFdy(UV); |
||||
|
||||
// solve the linear system |
||||
mat3 M = mat3(dp1, dp2, cross(dp1, dp2)); |
||||
//vec3 dp1xdp2 = cross(dp1, dp2); |
||||
mat3 inverseM = MatrixInverse(M); |
||||
//mat2x3 inverseM = mat2x3(cross(dp2, dp1xdp2), cross(dp1xdp2, dp1)); |
||||
|
||||
vec3 T = inverseM * vec3(duv1.x, duv2.x, 0.0); |
||||
vec3 B = inverseM * vec3(duv1.y, duv2.y, 0.0); |
||||
|
||||
//vec3 T = inverseM * vec2(duv1.x, duv2.x); |
||||
//vec3 B = inverseM * vec2(duv1.y, duv2.y); |
||||
|
||||
// construct tangent frame |
||||
float maxLength = max(length(T), length(B)); |
||||
T = T / maxLength; |
||||
B = B / maxLength; |
||||
|
||||
//vec3 tangent = normalize(T); |
||||
//vec3 binormal = normalize(B); |
||||
|
||||
return mat3(T, B, N); |
||||
} |
||||
|
||||
float saturate(in float val){ |
||||
return clamp(val,0.0,1.0); |
||||
} |
||||
|
||||
vec3 saturate(in vec3 val){ |
||||
return clamp(val,vec3(0.0),vec3(1.0)); |
||||
} |
||||
|
||||
|
||||
vec3 getPosition(in float depth, in vec2 uv){ |
||||
vec4 pos = vec4(uv, depth, 1.0) * 2.0 - 1.0; |
||||
pos = m_ViewProjectionMatrixInverse * pos; |
||||
return pos.xyz / pos.w; |
||||
} |
||||
|
||||
// Function calculating fresnel term. |
||||
// - normal - normalized normal vector |
||||
// - eyeVec - normalized eye vector |
||||
float fresnelTerm(in vec3 normal,in vec3 eyeVec){ |
||||
float angle = 1.0 - saturate(dot(normal, eyeVec)); |
||||
float fresnel = angle * angle; |
||||
fresnel = fresnel * fresnel; |
||||
fresnel = fresnel * angle; |
||||
return saturate(fresnel * (1.0 - saturate(m_R0)) + m_R0 - m_RefractionStrength); |
||||
} |
||||
|
||||
vec2 m_FrustumNearFar=vec2(1.0,m_UnderWaterFogDistance); |
||||
const float LOG2 = 1.442695; |
||||
|
||||
vec4 underWater(){ |
||||
|
||||
|
||||
float sceneDepth = texture2D(m_DepthTexture, texCoord).r; |
||||
vec3 color2 = texture2D(m_Texture, texCoord).rgb; |
||||
|
||||
vec3 position = getPosition(sceneDepth, texCoord); |
||||
float level = m_WaterHeight; |
||||
|
||||
vec3 eyeVec = position - m_CameraPosition; |
||||
|
||||
// Find intersection with water surface |
||||
vec3 eyeVecNorm = normalize(eyeVec); |
||||
float t = (level - m_CameraPosition.y) / eyeVecNorm.y; |
||||
vec3 surfacePoint = m_CameraPosition + eyeVecNorm * t; |
||||
|
||||
vec2 texC = vec2(0.0); |
||||
|
||||
float cameraDepth = length(m_CameraPosition - surfacePoint); |
||||
texC = (surfacePoint.xz + eyeVecNorm.xz) * scale + m_Time * 0.03 * m_WindDirection; |
||||
float bias = texture2D(m_HeightMap, texC).r; |
||||
level += bias * m_MaxAmplitude; |
||||
t = (level - m_CameraPosition.y) / eyeVecNorm.y; |
||||
surfacePoint = m_CameraPosition + eyeVecNorm * t; |
||||
eyeVecNorm = normalize(m_CameraPosition - surfacePoint); |
||||
|
||||
// Find normal of water surface |
||||
float normal1 = texture2D(m_HeightMap, (texC + vec2(-1.0, 0.0) / 256.0)).r; |
||||
float normal2 = texture2D(m_HeightMap, (texC + vec2(1.0, 0.0) / 256.0)).r; |
||||
float normal3 = texture2D(m_HeightMap, (texC + vec2(0.0, -1.0) / 256.0)).r; |
||||
float normal4 = texture2D(m_HeightMap, (texC + vec2(0.0, 1.0) / 256.0)).r; |
||||
|
||||
vec3 myNormal = normalize(vec3((normal1 - normal2) * m_MaxAmplitude,m_NormalScale,(normal3 - normal4) * m_MaxAmplitude)); |
||||
vec3 normal = myNormal*-1.0; |
||||
float fresnel = fresnelTerm(normal, eyeVecNorm); |
||||
|
||||
vec3 refraction = color2; |
||||
#ifdef ENABLE_REFRACTION |
||||
texC = texCoord.xy *sin (fresnel+1.0); |
||||
refraction = texture2D(m_Texture, texC).rgb; |
||||
#endif |
||||
|
||||
float waterCol = saturate(length(m_LightColor.rgb) / m_SunScale); |
||||
refraction = mix(mix(refraction, m_DeepWaterColor.rgb * waterCol, m_WaterTransparency), m_WaterColor.rgb* waterCol,m_WaterTransparency); |
||||
|
||||
vec3 foam = vec3(0.0); |
||||
#ifdef ENABLE_FOAM |
||||
texC = (surfacePoint.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.05 * m_WindDirection + sin(m_Time * 0.001 + position.x) * 0.005; |
||||
vec2 texCoord2 = (surfacePoint.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.1 * m_WindDirection + sin(m_Time * 0.001 + position.z) * 0.005; |
||||
|
||||
if(m_MaxAmplitude - m_FoamExistence.z> 0.0001){ |
||||
foam += ((texture2D(m_FoamMap, texC) + texture2D(m_FoamMap, texCoord2)) * m_FoamIntensity * m_FoamIntensity * 0.3 * |
||||
saturate((level - (m_WaterHeight + m_FoamExistence.z)) / (m_MaxAmplitude - m_FoamExistence.z))).rgb; |
||||
} |
||||
foam *= m_LightColor.rgb; |
||||
#endif |
||||
|
||||
|
||||
|
||||
vec3 specular = vec3(0.0); |
||||
vec3 color ; |
||||
float fogFactor; |
||||
|
||||
if(position.y>level){ |
||||
#ifdef ENABLE_SPECULAR |
||||
if(step(0.9999,sceneDepth)==1.0){ |
||||
vec3 lightDir=normalize(m_LightDir); |
||||
vec3 mirrorEye = (2.0 * dot(eyeVecNorm, normal) * normal - eyeVecNorm); |
||||
float dotSpec = saturate(dot(mirrorEye.xyz, -lightDir) * 0.5 + 0.5); |
||||
specular = vec3((1.0 - fresnel) * saturate(-lightDir.y) * ((pow(dotSpec, 512.0)) * (m_Shininess * 1.8 + 0.2))); |
||||
specular += specular * 25.0 * saturate(m_Shininess - 0.05); |
||||
specular=specular * m_LightColor.rgb * 100.0; |
||||
} |
||||
#endif |
||||
float fogIntensity= 8.0 * m_WaterTransparency; |
||||
fogFactor = exp2( -fogIntensity * fogIntensity * cameraDepth * 0.03 * LOG2 ); |
||||
fogFactor = clamp(fogFactor, 0.0, 1.0); |
||||
color =mix(m_DeepWaterColor.rgb,refraction,fogFactor); |
||||
specular=specular*fogFactor; |
||||
color = saturate(color + max(specular, foam )); |
||||
}else{ |
||||
vec3 caustics = vec3(0.0); |
||||
#ifdef ENABLE_CAUSTICS |
||||
vec2 windDirection=m_WindDirection; |
||||
texC = (position.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.05 * windDirection + sin(m_Time + position.x) * 0.01; |
||||
vec2 texCoord2 = (position.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.05 * windDirection + sin(m_Time + position.z) * 0.01; |
||||
caustics += (texture2D(m_CausticsMap, texC)+ texture2D(m_CausticsMap, texCoord2)).rgb; |
||||
caustics=saturate(mix(m_WaterColor.rgb,caustics,m_CausticsIntensity)); |
||||
color=mix(color2,caustics,m_CausticsIntensity); |
||||
#else |
||||
color=color2; |
||||
#endif |
||||
|
||||
float fogDepth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - sceneDepth* (m_FrustumNearFar.y-m_FrustumNearFar.x)); |
||||
float fogIntensity= 18 * m_WaterTransparency; |
||||
fogFactor = exp2( -fogIntensity * fogIntensity * fogDepth * fogDepth * LOG2 ); |
||||
fogFactor = clamp(fogFactor, 0.0, 1.0); |
||||
color =mix(m_DeepWaterColor.rgb,color,fogFactor); |
||||
} |
||||
|
||||
return vec4(color, 1.0); |
||||
} |
||||
|
||||
void main(){ |
||||
float sceneDepth = texture2D(m_DepthTexture, texCoord).r; |
||||
float isAtFarPlane = step(0.99998, sceneDepth); |
||||
|
||||
vec3 color2 = texture2D(m_Texture, texCoord).rgb; |
||||
vec3 color = color2; |
||||
|
||||
vec3 position = getPosition(sceneDepth,texCoord); |
||||
|
||||
float level = m_WaterHeight; |
||||
|
||||
// If we are underwater let's go to under water function |
||||
if(level >= m_CameraPosition.y){ |
||||
gl_FragColor = underWater(); |
||||
return ; |
||||
} |
||||
|
||||
//#ifndef ENABLE_RIPPLES |
||||
// This optimization won't work on NVIDIA cards if ripples are enabled |
||||
if(position.y > level + m_MaxAmplitude + isAtFarPlane * 100.0){ |
||||
gl_FragColor = vec4(color2, 1.0); |
||||
return; |
||||
} |
||||
//#endif |
||||
|
||||
vec3 eyeVec = position - m_CameraPosition; |
||||
float diff = level - position.y; |
||||
float cameraDepth = m_CameraPosition.y - position.y; |
||||
|
||||
// Find intersection with water surface |
||||
vec3 eyeVecNorm = normalize(eyeVec); |
||||
float t = (level - m_CameraPosition.y) / eyeVecNorm.y; |
||||
vec3 surfacePoint = m_CameraPosition + eyeVecNorm * t; |
||||
|
||||
vec2 texC; |
||||
int samples = 1; |
||||
#ifdef ENABLE_HQ_SHORELINE |
||||
samples = 10; |
||||
#endif |
||||
float biasFactor = 1.0/samples; |
||||
for (int i = 0; i < samples; i++){ |
||||
texC = (surfacePoint.xz + eyeVecNorm.xz * biasFactor) * scale + m_Time * 0.03 * m_WindDirection; |
||||
|
||||
float bias = texture2D(m_HeightMap, texC).r; |
||||
|
||||
bias *= biasFactor; |
||||
level += bias * m_MaxAmplitude; |
||||
t = (level - m_CameraPosition.y) / eyeVecNorm.y; |
||||
surfacePoint = m_CameraPosition + eyeVecNorm * t; |
||||
} |
||||
|
||||
float depth = length(position - surfacePoint); |
||||
float depth2 = surfacePoint.y - position.y; |
||||
|
||||
// XXX: HACK ALERT: Increase water depth to infinity if at far plane |
||||
// Prevents "foam on horizon" issue |
||||
// For best results, replace the "100.0" below with the |
||||
// highest value in the m_ColorExtinction vec3 |
||||
depth += isAtFarPlane * 100.0; |
||||
depth2 += isAtFarPlane * 100.0; |
||||
|
||||
eyeVecNorm = normalize(m_CameraPosition - surfacePoint); |
||||
|
||||
// Find normal of water surface |
||||
float normal1 = texture2D(m_HeightMap, (texC + vec2(-1.0, 0.0) / 256.0)).r; |
||||
float normal2 = texture2D(m_HeightMap, (texC + vec2(1.0, 0.0) / 256.0)).r; |
||||
float normal3 = texture2D(m_HeightMap, (texC + vec2(0.0, -1.0) / 256.0)).r; |
||||
float normal4 = texture2D(m_HeightMap, (texC + vec2(0.0, 1.0) / 256.0)).r; |
||||
|
||||
vec3 myNormal = normalize(vec3((normal1 - normal2) * m_MaxAmplitude,m_NormalScale,(normal3 - normal4) * m_MaxAmplitude)); |
||||
vec3 normal = vec3(0.0); |
||||
|
||||
#ifdef ENABLE_RIPPLES |
||||
texC = surfacePoint.xz * 0.8 + m_WindDirection * m_Time* 1.6; |
||||
mat3 tangentFrame = computeTangentFrame(myNormal, eyeVecNorm, texC); |
||||
vec3 normal0a = normalize(tangentFrame*(2.0 * texture2D(m_NormalMap, texC).xyz - 1.0)); |
||||
|
||||
texC = surfacePoint.xz * 0.4 + m_WindDirection * m_Time* 0.8; |
||||
tangentFrame = computeTangentFrame(myNormal, eyeVecNorm, texC); |
||||
vec3 normal1a = normalize(tangentFrame*(2.0 * texture2D(m_NormalMap, texC).xyz - 1.0)); |
||||
|
||||
texC = surfacePoint.xz * 0.2 + m_WindDirection * m_Time * 0.4; |
||||
tangentFrame = computeTangentFrame(myNormal, eyeVecNorm, texC); |
||||
vec3 normal2a = normalize(tangentFrame*(2.0 * texture2D(m_NormalMap, texC).xyz - 1.0)); |
||||
|
||||
texC = surfacePoint.xz * 0.1 + m_WindDirection * m_Time * 0.2; |
||||
tangentFrame = computeTangentFrame(myNormal, eyeVecNorm, texC); |
||||
vec3 normal3a = normalize(tangentFrame*(2.0 * texture2D(m_NormalMap, texC).xyz - 1.0)); |
||||
|
||||
normal = normalize(normal0a * normalModifier.x + normal1a * normalModifier.y +normal2a * normalModifier.z + normal3a * normalModifier.w); |
||||
// XXX: Here's another way to fix the terrain edge issue, |
||||
// But it requires GLSL 1.3 and still looks kinda incorrect |
||||
// around edges |
||||
// To make the shader 1.2 compatible we use a trick : |
||||
// we clamp the x value of the normal and compare it to it's former value instead of using isnan. |
||||
normal = clamp(normal.x,0.0,1.0)!=normal.x ? myNormal : normal; |
||||
//if (position.y > level){ |
||||
// gl_FragColor = vec4(color2 + normal*0.0001, 1.0); |
||||
// return; |
||||
//} |
||||
#else |
||||
normal = myNormal; |
||||
#endif |
||||
|
||||
vec3 refraction = color2; |
||||
#ifdef ENABLE_REFRACTION |
||||
texC = texCoord.xy; |
||||
texC += sin(m_Time*1.8 + 3.0 * abs(position.y)) * (refractionScale * min(depth2, 1.0)); |
||||
refraction = texture2D(m_Texture, texC).rgb; |
||||
#endif |
||||
|
||||
vec3 waterPosition = surfacePoint.xyz; |
||||
waterPosition.y -= (level - m_WaterHeight); |
||||
vec4 texCoordProj = m_TextureProjMatrix * vec4(waterPosition, 1.0); |
||||
|
||||
texCoordProj.x = texCoordProj.x + m_ReflectionDisplace * normal.x; |
||||
texCoordProj.z = texCoordProj.z + m_ReflectionDisplace * normal.z; |
||||
texCoordProj /= texCoordProj.w; |
||||
texCoordProj.y = 1.0 - texCoordProj.y; |
||||
|
||||
vec3 reflection = texture2D(m_ReflectionMap, texCoordProj.xy).rgb; |
||||
|
||||
float fresnel = fresnelTerm(normal, eyeVecNorm); |
||||
|
||||
float depthN = depth * m_WaterTransparency; |
||||
float waterCol = saturate(length(m_LightColor.rgb) / m_SunScale); |
||||
refraction = mix(mix(refraction, m_WaterColor.rgb * waterCol, saturate(depthN / visibility)), |
||||
m_DeepWaterColor.rgb * waterCol, saturate(depth2 / m_ColorExtinction)); |
||||
|
||||
vec3 foam = vec3(0.0); |
||||
#ifdef ENABLE_FOAM |
||||
texC = (surfacePoint.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.05 * m_WindDirection + sin(m_Time * 0.001 + position.x) * 0.005; |
||||
vec2 texCoord2 = (surfacePoint.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.1 * m_WindDirection + sin(m_Time * 0.001 + position.z) * 0.005; |
||||
|
||||
if(depth2 < m_FoamExistence.x){ |
||||
foam = (texture2D(m_FoamMap, texC).r + texture2D(m_FoamMap, texCoord2)).rgb * m_FoamIntensity; |
||||
}else if(depth2 < m_FoamExistence.y){ |
||||
foam = mix((texture2D(m_FoamMap, texC) + texture2D(m_FoamMap, texCoord2)) * m_FoamIntensity, vec4(0.0), |
||||
(depth2 - m_FoamExistence.x) / (m_FoamExistence.y - m_FoamExistence.x)).rgb; |
||||
} |
||||
|
||||
if(m_MaxAmplitude - m_FoamExistence.z > 0.0001){ |
||||
foam += ((texture2D(m_FoamMap, texC) + texture2D(m_FoamMap, texCoord2)) * m_FoamIntensity * m_FoamIntensity * 0.3 * |
||||
saturate((level - (m_WaterHeight + m_FoamExistence.z)) / (m_MaxAmplitude - m_FoamExistence.z))).rgb; |
||||
} |
||||
foam *= m_LightColor.rgb; |
||||
#endif |
||||
|
||||
vec3 specular =vec3(0.0); |
||||
#ifdef ENABLE_SPECULAR |
||||
vec3 lightDir=normalize(m_LightDir); |
||||
vec3 mirrorEye = (2.0 * dot(eyeVecNorm, normal) * normal - eyeVecNorm); |
||||
float dotSpec = saturate(dot(mirrorEye.xyz, -lightDir) * 0.5 + 0.5); |
||||
specular = vec3((1.0 - fresnel) * saturate(-lightDir.y) * ((pow(dotSpec, 512.0)) * (m_Shininess * 1.8 + 0.2))); |
||||
specular += specular * 25.0 * saturate(m_Shininess - 0.05); |
||||
//foam does not shine |
||||
specular=specular * m_LightColor.rgb - (5.0 * foam); |
||||
#endif |
||||
|
||||
color = mix(refraction, reflection, fresnel); |
||||
color = mix(refraction, color, saturate(depth * m_ShoreHardness)); |
||||
color = saturate(color + max(specular, foam )); |
||||
color = mix(refraction, color, saturate(depth* m_FoamHardness)); |
||||
|
||||
|
||||
// XXX: HACK ALERT: |
||||
// We trick the GeForces to think they have |
||||
// to calculate the derivatives for all these pixels by using step()! |
||||
// That way we won't get pixels around the edges of the terrain, |
||||
// Where the derivatives are undefined |
||||
if(position.y > level){ |
||||
color = color2; |
||||
} |
||||
|
||||
gl_FragColor = vec4(color,1.0); |
||||
|
||||
} |
@ -1,90 +0,0 @@ |
||||
MaterialDef Advanced Water { |
||||
|
||||
MaterialParameters { |
||||
Int NumSamples |
||||
Int NumSamplesDepth |
||||
Texture2D FoamMap |
||||
Texture2D CausticsMap |
||||
Texture2D NormalMap |
||||
Texture2D ReflectionMap |
||||
Texture2D HeightMap |
||||
Texture2D Texture |
||||
Texture2D DepthTexture |
||||
Vector3 CameraPosition |
||||
Float Time |
||||
Vector3 frustumCorner |
||||
Matrix4 TextureProjMatrix |
||||
Matrix4 ViewProjectionMatrixInverse |
||||
Float WaterHeight |
||||
Vector3 LightDir |
||||
Float WaterTransparency |
||||
Float NormalScale |
||||
Float R0 |
||||
Float MaxAmplitude |
||||
Color LightColor |
||||
Float ShoreHardness |
||||
Float FoamHardness |
||||
Float RefractionStrength |
||||
Float WaveScale |
||||
Vector3 FoamExistence |
||||
Float SunScale |
||||
Vector3 ColorExtinction |
||||
Float Shininess |
||||
Color WaterColor |
||||
Color DeepWaterColor |
||||
Vector2 WindDirection |
||||
Float ReflectionDisplace |
||||
Float FoamIntensity |
||||
Float CausticsIntensity |
||||
Float UnderWaterFogDistance |
||||
|
||||
Boolean UseRipples |
||||
Boolean UseHQShoreline |
||||
Boolean UseSpecular |
||||
Boolean UseFoam |
||||
Boolean UseCaustics |
||||
Boolean UseRefraction |
||||
|
||||
} |
||||
|
||||
Technique { |
||||
VertexShader GLSL150 : Common/MatDefs/Post/Post15.vert |
||||
FragmentShader GLSL150 : Common/MatDefs/Water/Water15.frag |
||||
|
||||
WorldParameters { |
||||
WorldViewProjectionMatrix |
||||
} |
||||
|
||||
Defines { |
||||
RESOLVE_MS : NumSamples |
||||
RESOLVE_DEPTH_MS : NumSamplesDepth |
||||
ENABLE_RIPPLES : UseRipples |
||||
ENABLE_HQ_SHORELINE : UseHQShoreline |
||||
ENABLE_SPECULAR : UseSpecular |
||||
ENABLE_FOAM : UseFoam |
||||
ENABLE_CAUSTICS : UseCaustics |
||||
ENABLE_REFRACTION : UseRefraction |
||||
} |
||||
} |
||||
|
||||
Technique { |
||||
VertexShader GLSL100 : Common/MatDefs/Post/Post.vert |
||||
FragmentShader GLSL120 : Common/MatDefs/Water/Water.frag |
||||
|
||||
WorldParameters { |
||||
WorldViewProjectionMatrix |
||||
} |
||||
Defines { |
||||
ENABLE_RIPPLES : UseRipples |
||||
ENABLE_HQ_SHORELINE : UseHQShoreline |
||||
ENABLE_SPECULAR : UseSpecular |
||||
ENABLE_FOAM : UseFoam |
||||
ENABLE_CAUSTICS : UseCaustics |
||||
ENABLE_REFRACTION : UseRefraction |
||||
|
||||
} |
||||
} |
||||
|
||||
Technique FixedFunc { |
||||
} |
||||
} |
@ -1,419 +0,0 @@ |
||||
#import "Common/ShaderLib/MultiSample.glsllib" |
||||
|
||||
// Water pixel shader |
||||
// Copyright (C) JMonkeyEngine 3.0 |
||||
// by Remy Bouquet (nehon) for JMonkeyEngine 3.0 |
||||
// original HLSL version by Wojciech Toman 2009 |
||||
|
||||
uniform COLORTEXTURE m_Texture; |
||||
uniform DEPTHTEXTURE m_DepthTexture; |
||||
|
||||
|
||||
uniform sampler2D m_HeightMap; |
||||
uniform sampler2D m_NormalMap; |
||||
uniform sampler2D m_FoamMap; |
||||
uniform sampler2D m_CausticsMap; |
||||
uniform sampler2D m_ReflectionMap; |
||||
|
||||
uniform mat4 m_ViewProjectionMatrixInverse; |
||||
uniform mat4 m_TextureProjMatrix; |
||||
uniform vec3 m_CameraPosition; |
||||
|
||||
uniform float m_WaterHeight; |
||||
uniform float m_Time; |
||||
uniform float m_WaterTransparency; |
||||
uniform float m_NormalScale; |
||||
uniform float m_R0; |
||||
uniform float m_MaxAmplitude; |
||||
uniform vec3 m_LightDir; |
||||
uniform vec4 m_LightColor; |
||||
uniform float m_ShoreHardness; |
||||
uniform float m_FoamHardness; |
||||
uniform float m_RefractionStrength; |
||||
uniform vec3 m_FoamExistence; |
||||
uniform vec3 m_ColorExtinction; |
||||
uniform float m_Shininess; |
||||
uniform vec4 m_WaterColor; |
||||
uniform vec4 m_DeepWaterColor; |
||||
uniform vec2 m_WindDirection; |
||||
uniform float m_SunScale; |
||||
uniform float m_WaveScale; |
||||
uniform float m_UnderWaterFogDistance; |
||||
uniform float m_CausticsIntensity; |
||||
|
||||
|
||||
vec2 scale = vec2(m_WaveScale, m_WaveScale); |
||||
float refractionScale = m_WaveScale; |
||||
|
||||
// Modifies 4 sampled normals. Increase first values to have more |
||||
// smaller "waves" or last to have more bigger "waves" |
||||
const vec4 normalModifier = vec4(3.0, 2.0, 4.0, 10.0); |
||||
// Strength of displacement along normal. |
||||
uniform float m_ReflectionDisplace; |
||||
// Water transparency along eye vector. |
||||
const float visibility = 3.0; |
||||
// foam intensity |
||||
uniform float m_FoamIntensity ; |
||||
|
||||
in vec2 texCoord; |
||||
out vec4 outFragColor; |
||||
|
||||
mat3 MatrixInverse(in mat3 inMatrix){ |
||||
float det = dot(cross(inMatrix[0], inMatrix[1]), inMatrix[2]); |
||||
mat3 T = transpose(inMatrix); |
||||
return mat3(cross(T[1], T[2]), |
||||
cross(T[2], T[0]), |
||||
cross(T[0], T[1])) / det; |
||||
} |
||||
|
||||
|
||||
mat3 computeTangentFrame(in vec3 N, in vec3 P, in vec2 UV) { |
||||
vec3 dp1 = dFdx(P); |
||||
vec3 dp2 = dFdy(P); |
||||
vec2 duv1 = dFdx(UV); |
||||
vec2 duv2 = dFdy(UV); |
||||
|
||||
// solve the linear system |
||||
vec3 dp1xdp2 = cross(dp1, dp2); |
||||
mat2x3 inverseM = mat2x3(cross(dp2, dp1xdp2), cross(dp1xdp2, dp1)); |
||||
|
||||
vec3 T = inverseM * vec2(duv1.x, duv2.x); |
||||
vec3 B = inverseM * vec2(duv1.y, duv2.y); |
||||
|
||||
// construct tangent frame |
||||
float maxLength = max(length(T), length(B)); |
||||
T = T / maxLength; |
||||
B = B / maxLength; |
||||
|
||||
return mat3(T, B, N); |
||||
} |
||||
|
||||
float saturate(in float val){ |
||||
return clamp(val,0.0,1.0); |
||||
} |
||||
|
||||
vec3 saturate(in vec3 val){ |
||||
return clamp(val,vec3(0.0),vec3(1.0)); |
||||
} |
||||
|
||||
vec3 getPosition(in float depth, in vec2 uv){ |
||||
vec4 pos = vec4(uv, depth, 1.0) * 2.0 - 1.0; |
||||
pos = m_ViewProjectionMatrixInverse * pos; |
||||
return pos.xyz / pos.w; |
||||
} |
||||
|
||||
// Function calculating fresnel term. |
||||
// - normal - normalized normal vector |
||||
// - eyeVec - normalized eye vector |
||||
float fresnelTerm(in vec3 normal,in vec3 eyeVec){ |
||||
float angle = 1.0 - max(0.0, dot(normal, eyeVec)); |
||||
float fresnel = angle * angle; |
||||
fresnel = fresnel * fresnel; |
||||
fresnel = fresnel * angle; |
||||
return saturate(fresnel * (1.0 - saturate(m_R0)) + m_R0 - m_RefractionStrength); |
||||
} |
||||
|
||||
vec2 m_FrustumNearFar=vec2(1.0,m_UnderWaterFogDistance); |
||||
const float LOG2 = 1.442695; |
||||
|
||||
vec4 underWater(int sampleNum){ |
||||
|
||||
|
||||
float sceneDepth = fetchTextureSample(m_DepthTexture, texCoord, sampleNum).r; |
||||
vec3 color2 = fetchTextureSample(m_Texture, texCoord, sampleNum).rgb; |
||||
|
||||
vec3 position = getPosition(sceneDepth, texCoord); |
||||
float level = m_WaterHeight; |
||||
|
||||
vec3 eyeVec = position - m_CameraPosition; |
||||
|
||||
// Find intersection with water surface |
||||
vec3 eyeVecNorm = normalize(eyeVec); |
||||
float t = (level - m_CameraPosition.y) / eyeVecNorm.y; |
||||
vec3 surfacePoint = m_CameraPosition + eyeVecNorm * t; |
||||
|
||||
vec2 texC = vec2(0.0); |
||||
|
||||
float cameraDepth = length(m_CameraPosition - surfacePoint); |
||||
texC = (surfacePoint.xz + eyeVecNorm.xz) * scale + m_Time * 0.03 * m_WindDirection; |
||||
float bias = texture(m_HeightMap, texC).r; |
||||
level += bias * m_MaxAmplitude; |
||||
t = (level - m_CameraPosition.y) / eyeVecNorm.y; |
||||
surfacePoint = m_CameraPosition + eyeVecNorm * t; |
||||
eyeVecNorm = normalize(m_CameraPosition - surfacePoint); |
||||
|
||||
// Find normal of water surface |
||||
float normal1 = textureOffset(m_HeightMap, texC, ivec2(-1.0, 0.0)).r; |
||||
float normal2 = textureOffset(m_HeightMap, texC, ivec2( 1.0, 0.0)).r; |
||||
float normal3 = textureOffset(m_HeightMap, texC, ivec2( 0.0, -1.0)).r; |
||||
float normal4 = textureOffset(m_HeightMap, texC, ivec2( 0.0, 1.0)).r; |
||||
|
||||
vec3 myNormal = normalize(vec3((normal1 - normal2) * m_MaxAmplitude,m_NormalScale,(normal3 - normal4) * m_MaxAmplitude)); |
||||
vec3 normal = myNormal*-1.0; |
||||
float fresnel = fresnelTerm(normal, eyeVecNorm); |
||||
|
||||
vec3 refraction = color2; |
||||
#ifdef ENABLE_REFRACTION |
||||
texC = texCoord.xy *sin (fresnel+1.0); |
||||
#ifdef RESOLVE_MS |
||||
ivec2 iTexC = ivec2(texC * textureSize(m_Texture)); |
||||
refraction = texelFetch(m_Texture, iTexC, sampleNum).rgb; |
||||
#else |
||||
ivec2 iTexC = ivec2(texC * textureSize(m_Texture, 0)); |
||||
refraction = texelFetch(m_Texture, iTexC, 0).rgb; |
||||
#endif |
||||
#endif |
||||
|
||||
float waterCol = saturate(length(m_LightColor.rgb) / m_SunScale); |
||||
refraction = mix(mix(refraction, m_DeepWaterColor.rgb * waterCol, m_WaterTransparency), m_WaterColor.rgb* waterCol,m_WaterTransparency); |
||||
|
||||
vec3 foam = vec3(0.0); |
||||
#ifdef ENABLE_FOAM |
||||
texC = (surfacePoint.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.05 * m_WindDirection + sin(m_Time * 0.001 + position.x) * 0.005; |
||||
vec2 texCoord2 = (surfacePoint.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.1 * m_WindDirection + sin(m_Time * 0.001 + position.z) * 0.005; |
||||
|
||||
if(m_MaxAmplitude - m_FoamExistence.z> 0.0001){ |
||||
foam += ((texture2D(m_FoamMap, texC) + texture2D(m_FoamMap, texCoord2)) * m_FoamIntensity * m_FoamIntensity * 0.3 * |
||||
saturate((level - (m_WaterHeight + m_FoamExistence.z)) / (m_MaxAmplitude - m_FoamExistence.z))).rgb; |
||||
} |
||||
foam *= m_LightColor.rgb; |
||||
#endif |
||||
|
||||
|
||||
|
||||
vec3 specular = vec3(0.0); |
||||
vec3 color ; |
||||
float fogFactor; |
||||
|
||||
if(position.y>level){ |
||||
#ifdef ENABLE_SPECULAR |
||||
if(step(0.9999,sceneDepth)==1.0){ |
||||
vec3 lightDir=normalize(m_LightDir); |
||||
vec3 mirrorEye = (2.0 * dot(eyeVecNorm, normal) * normal - eyeVecNorm); |
||||
float dotSpec = saturate(dot(mirrorEye.xyz, -lightDir) * 0.5 + 0.5); |
||||
specular = vec3((1.0 - fresnel) * saturate(-lightDir.y) * ((pow(dotSpec, 512.0)) * (m_Shininess * 1.8 + 0.2))); |
||||
specular += specular * 25.0 * saturate(m_Shininess - 0.05); |
||||
specular=specular * m_LightColor.rgb * 100.0; |
||||
} |
||||
#endif |
||||
float fogIntensity= 8.0 * m_WaterTransparency; |
||||
fogFactor = exp2( -fogIntensity * fogIntensity * cameraDepth * 0.03 * LOG2 ); |
||||
fogFactor = clamp(fogFactor, 0.0, 1.0); |
||||
color =mix(m_DeepWaterColor.rgb,refraction,fogFactor); |
||||
specular=specular*fogFactor; |
||||
color = saturate(color + max(specular, foam )); |
||||
}else{ |
||||
vec3 caustics = vec3(0.0); |
||||
#ifdef ENABLE_CAUSTICS |
||||
vec2 windDirection=m_WindDirection; |
||||
texC = (position.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.05 * windDirection + sin(m_Time + position.x) * 0.01; |
||||
vec2 texCoord2 = (position.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.05 * windDirection + sin(m_Time + position.z) * 0.01; |
||||
caustics += (texture2D(m_CausticsMap, texC)+ texture2D(m_CausticsMap, texCoord2)).rgb; |
||||
caustics=saturate(mix(m_WaterColor.rgb,caustics,m_CausticsIntensity)); |
||||
color=mix(color2,caustics,m_CausticsIntensity); |
||||
#else |
||||
color=color2; |
||||
#endif |
||||
|
||||
float fogDepth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - sceneDepth* (m_FrustumNearFar.y-m_FrustumNearFar.x)); |
||||
float fogIntensity= 18 * m_WaterTransparency; |
||||
fogFactor = exp2( -fogIntensity * fogIntensity * fogDepth * fogDepth * LOG2 ); |
||||
fogFactor = clamp(fogFactor, 0.0, 1.0); |
||||
color =mix(m_DeepWaterColor.rgb,color,fogFactor); |
||||
} |
||||
|
||||
return vec4(color, 1.0); |
||||
} |
||||
// NOTE: This will be called even for single-sampling |
||||
vec4 main_multiSample(int sampleNum){ |
||||
// If we are underwater let's call the underwater function |
||||
if(m_WaterHeight >= m_CameraPosition.y){ |
||||
|
||||
return underWater(sampleNum); |
||||
} |
||||
|
||||
float sceneDepth = fetchTextureSample(m_DepthTexture, texCoord, sampleNum).r; |
||||
vec3 color2 = fetchTextureSample(m_Texture, texCoord, sampleNum).rgb; |
||||
|
||||
vec3 color = color2; |
||||
vec3 position = getPosition(sceneDepth, texCoord); |
||||
|
||||
float level = m_WaterHeight; |
||||
|
||||
float isAtFarPlane = step(0.99998, sceneDepth); |
||||
//#ifndef ENABLE_RIPPLES |
||||
// This optimization won't work on NVIDIA cards if ripples are enabled |
||||
if(position.y > level + m_MaxAmplitude + isAtFarPlane * 100.0){ |
||||
|
||||
return vec4(color2, 1.0); |
||||
} |
||||
//#endif |
||||
|
||||
vec3 eyeVec = position - m_CameraPosition; |
||||
float cameraDepth = m_CameraPosition.y - position.y; |
||||
|
||||
// Find intersection with water surface |
||||
vec3 eyeVecNorm = normalize(eyeVec); |
||||
float t = (level - m_CameraPosition.y) / eyeVecNorm.y; |
||||
vec3 surfacePoint = m_CameraPosition + eyeVecNorm * t; |
||||
|
||||
vec2 texC = vec2(0.0); |
||||
int samples = 1; |
||||
#ifdef ENABLE_HQ_SHORELINE |
||||
samples = 10; |
||||
#endif |
||||
|
||||
float biasFactor = 1.0 / samples; |
||||
for (int i = 0; i < samples; i++){ |
||||
texC = (surfacePoint.xz + eyeVecNorm.xz * biasFactor) * scale + m_Time * 0.03 * m_WindDirection; |
||||
|
||||
float bias = texture(m_HeightMap, texC).r; |
||||
|
||||
bias *= biasFactor; |
||||
level += bias * m_MaxAmplitude; |
||||
t = (level - m_CameraPosition.y) / eyeVecNorm.y; |
||||
surfacePoint = m_CameraPosition + eyeVecNorm * t; |
||||
} |
||||
|
||||
float depth = length(position - surfacePoint); |
||||
float depth2 = surfacePoint.y - position.y; |
||||
|
||||
// XXX: HACK ALERT: Increase water depth to infinity if at far plane |
||||
// Prevents "foam on horizon" issue |
||||
// For best results, replace the "100.0" below with the |
||||
// highest value in the m_ColorExtinction vec3 |
||||
depth += isAtFarPlane * 100.0; |
||||
depth2 += isAtFarPlane * 100.0; |
||||
|
||||
eyeVecNorm = normalize(m_CameraPosition - surfacePoint); |
||||
|
||||
// Find normal of water surface |
||||
float normal1 = textureOffset(m_HeightMap, texC, ivec2(-1.0, 0.0)).r; |
||||
float normal2 = textureOffset(m_HeightMap, texC, ivec2( 1.0, 0.0)).r; |
||||
float normal3 = textureOffset(m_HeightMap, texC, ivec2( 0.0, -1.0)).r; |
||||
float normal4 = textureOffset(m_HeightMap, texC, ivec2( 0.0, 1.0)).r; |
||||
|
||||
vec3 myNormal = normalize(vec3((normal1 - normal2) * m_MaxAmplitude,m_NormalScale,(normal3 - normal4) * m_MaxAmplitude)); |
||||
vec3 normal = vec3(0.0); |
||||
|
||||
#ifdef ENABLE_RIPPLES |
||||
texC = surfacePoint.xz * 0.8 + m_WindDirection * m_Time* 1.6; |
||||
mat3 tangentFrame = computeTangentFrame(myNormal, eyeVecNorm, texC); |
||||
vec3 normal0a = normalize(tangentFrame*(2.0 * texture(m_NormalMap, texC).xyz - 1.0)); |
||||
|
||||
texC = surfacePoint.xz * 0.4 + m_WindDirection * m_Time* 0.8; |
||||
tangentFrame = computeTangentFrame(myNormal, eyeVecNorm, texC); |
||||
vec3 normal1a = normalize(tangentFrame*(2.0 * texture(m_NormalMap, texC).xyz - 1.0)); |
||||
|
||||
texC = surfacePoint.xz * 0.2 + m_WindDirection * m_Time * 0.4; |
||||
tangentFrame = computeTangentFrame(myNormal, eyeVecNorm, texC); |
||||
vec3 normal2a = normalize(tangentFrame*(2.0 * texture(m_NormalMap, texC).xyz - 1.0)); |
||||
|
||||
texC = surfacePoint.xz * 0.1 + m_WindDirection * m_Time * 0.2; |
||||
tangentFrame = computeTangentFrame(myNormal, eyeVecNorm, texC); |
||||
vec3 normal3a = normalize(tangentFrame*(2.0 * texture(m_NormalMap, texC).xyz - 1.0)); |
||||
|
||||
normal = normalize(normal0a * normalModifier.x + normal1a * normalModifier.y +normal2a * normalModifier.z + normal3a * normalModifier.w); |
||||
// XXX: Here's another way to fix the terrain edge issue, |
||||
// But it requires GLSL 1.3 and still looks kinda incorrect |
||||
// around edges |
||||
normal = isnan(normal.x) ? myNormal : normal; |
||||
//if (position.y > level){ |
||||
// gl_FragColor = vec4(color2 + normal*0.0001, 1.0); |
||||
// return; |
||||
//} |
||||
#else |
||||
normal = myNormal; |
||||
#endif |
||||
|
||||
vec3 refraction = color2; |
||||
#ifdef ENABLE_REFRACTION |
||||
// texC = texCoord.xy+ m_ReflectionDisplace * normal.x; |
||||
texC = texCoord.xy; |
||||
texC += sin(m_Time*1.8 + 3.0 * abs(position.y)) * (refractionScale * min(depth2, 1.0)); |
||||
#ifdef RESOLVE_MS |
||||
ivec2 iTexC = ivec2(texC * textureSize(m_Texture)); |
||||
refraction = texelFetch(m_Texture, iTexC, sampleNum).rgb; |
||||
#else |
||||
ivec2 iTexC = ivec2(texC * textureSize(m_Texture, 0)); |
||||
refraction = texelFetch(m_Texture, iTexC, 0).rgb; |
||||
#endif |
||||
#endif |
||||
|
||||
vec3 waterPosition = surfacePoint.xyz; |
||||
waterPosition.y -= (level - m_WaterHeight); |
||||
vec4 texCoordProj = m_TextureProjMatrix * vec4(waterPosition, 1.0); |
||||
|
||||
texCoordProj.x = texCoordProj.x + m_ReflectionDisplace * normal.x; |
||||
texCoordProj.z = texCoordProj.z + m_ReflectionDisplace * normal.z; |
||||
texCoordProj /= texCoordProj.w; |
||||
texCoordProj.y = 1.0 - texCoordProj.y; |
||||
|
||||
vec3 reflection = texture(m_ReflectionMap, texCoordProj.xy).rgb; |
||||
|
||||
float fresnel = fresnelTerm(normal, eyeVecNorm); |
||||
|
||||
float depthN = depth * m_WaterTransparency; |
||||
float waterCol = saturate(length(m_LightColor.rgb) / m_SunScale); |
||||
refraction = mix(mix(refraction, m_WaterColor.rgb * waterCol, saturate(depthN / visibility)), |
||||
m_DeepWaterColor.rgb * waterCol, saturate(depth2 / m_ColorExtinction)); |
||||
|
||||
|
||||
|
||||
|
||||
vec3 foam = vec3(0.0); |
||||
#ifdef ENABLE_FOAM |
||||
texC = (surfacePoint.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.05 * m_WindDirection + sin(m_Time * 0.001 + position.x) * 0.005; |
||||
vec2 texCoord2 = (surfacePoint.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.1 * m_WindDirection + sin(m_Time * 0.001 + position.z) * 0.005; |
||||
|
||||
if(depth2 < m_FoamExistence.x){ |
||||
foam = (texture2D(m_FoamMap, texC).r + texture2D(m_FoamMap, texCoord2)).rgb * vec3(m_FoamIntensity); |
||||
}else if(depth2 < m_FoamExistence.y){ |
||||
foam = mix((texture2D(m_FoamMap, texC) + texture2D(m_FoamMap, texCoord2)) * m_FoamIntensity , vec4(0.0), |
||||
(depth2 - m_FoamExistence.x) / (m_FoamExistence.y - m_FoamExistence.x)).rgb; |
||||
} |
||||
|
||||
|
||||
if(m_MaxAmplitude - m_FoamExistence.z> 0.0001){ |
||||
foam += ((texture2D(m_FoamMap, texC) + texture2D(m_FoamMap, texCoord2)) * m_FoamIntensity * m_FoamIntensity * 0.3 * |
||||
saturate((level - (m_WaterHeight + m_FoamExistence.z)) / (m_MaxAmplitude - m_FoamExistence.z))).rgb; |
||||
} |
||||
foam *= m_LightColor.rgb; |
||||
#endif |
||||
|
||||
vec3 specular = vec3(0.0); |
||||
#ifdef ENABLE_SPECULAR |
||||
vec3 lightDir=normalize(m_LightDir); |
||||
vec3 mirrorEye = (2.0 * dot(eyeVecNorm, normal) * normal - eyeVecNorm); |
||||
float dotSpec = saturate(dot(mirrorEye.xyz, -lightDir) * 0.5 + 0.5); |
||||
specular = vec3((1.0 - fresnel) * saturate(-lightDir.y) * ((pow(dotSpec, 512.0)) * (m_Shininess * 1.8 + 0.2))); |
||||
specular += specular * 25.0 * saturate(m_Shininess - 0.05); |
||||
//foam does not shine |
||||
specular=specular * m_LightColor.rgb - (5.0 * foam); |
||||
#endif |
||||
|
||||
color = mix(refraction, reflection, fresnel); |
||||
color = mix(refraction, color, saturate(depth * m_ShoreHardness)); |
||||
color = saturate(color + max(specular, foam )); |
||||
color = mix(refraction, color, saturate(depth* m_FoamHardness)); |
||||
|
||||
|
||||
// XXX: HACK ALERT: |
||||
// We trick the GeForces to think they have |
||||
// to calculate the derivatives for all these pixels by using step()! |
||||
// That way we won't get pixels around the edges of the terrain, |
||||
// Where the derivatives are undefined |
||||
return vec4(mix(color, color2, step(level, position.y)), 1.0); |
||||
} |
||||
|
||||
void main(){ |
||||
#ifdef RESOLVE_MS |
||||
vec4 color = vec4(0.0); |
||||
for (int i = 0; i < m_NumSamples; i++){ |
||||
color += main_multiSample(i); |
||||
} |
||||
outFragColor = color / m_NumSamples; |
||||
#else |
||||
outFragColor = main_multiSample(0); |
||||
#endif |
||||
} |
@ -1,126 +0,0 @@ |
||||
/* |
||||
GLSL conversion of Michael Horsch water demo |
||||
http://www.bonzaisoftware.com/wfs.html |
||||
Converted by Mars_999 |
||||
8/20/2005 |
||||
*/ |
||||
|
||||
uniform sampler2D m_water_normalmap; |
||||
uniform sampler2D m_water_reflection; |
||||
uniform sampler2D m_water_refraction; |
||||
uniform sampler2D m_water_dudvmap; |
||||
uniform sampler2D m_water_depthmap; |
||||
uniform vec4 m_waterColor; |
||||
uniform float m_waterDepth; |
||||
uniform vec4 m_distortionScale; |
||||
uniform vec4 m_distortionMix; |
||||
uniform vec4 m_texScale; |
||||
uniform vec2 m_FrustumNearFar; |
||||
uniform float m_waterTransparency; |
||||
|
||||
|
||||
|
||||
varying vec4 lightDir; //lightpos |
||||
varying vec4 waterTex1; //moving texcoords |
||||
varying vec4 waterTex2; //moving texcoords |
||||
varying vec4 position; //for projection |
||||
varying vec4 viewDir; //viewts |
||||
varying vec4 viewLightDir; |
||||
varying vec4 viewCamDir; |
||||
|
||||
//unit 0 = m_water_reflection |
||||
//unit 1 = m_water_refraction |
||||
//unit 2 = m_water_normalmap |
||||
//unit 3 = m_water_dudvmap |
||||
//unit 4 = m_water_depthmap |
||||
|
||||
const vec4 two = vec4(2.0, 2.0, 2.0, 1.0); |
||||
const vec4 mone = vec4(-1.0, -1.0, -1.0, 1.0); |
||||
|
||||
const vec4 ofive = vec4(0.5,0.5,0.5,1.0); |
||||
|
||||
const float exponent = 64.0; |
||||
|
||||
float tangDot(in vec3 v1, in vec3 v2){ |
||||
float d = dot(v1,v2); |
||||
#ifdef V_TANGENT |
||||
d = 1.0 - d*d; |
||||
return step(0.0, d) * sqrt(d); |
||||
#else |
||||
return d; |
||||
#endif |
||||
} |
||||
|
||||
vec4 readDepth(vec2 uv){ |
||||
float depth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - texture2D(m_water_depthmap, uv).r* (m_FrustumNearFar.y-m_FrustumNearFar.x)); |
||||
return vec4( depth); |
||||
} |
||||
|
||||
void main(void) |
||||
{ |
||||
|
||||
|
||||
vec4 lightTS = normalize(lightDir); |
||||
vec4 viewt = normalize(viewDir); |
||||
vec4 disdis = texture2D(m_water_dudvmap, vec2(waterTex2 * m_texScale)); |
||||
vec4 fdist = texture2D(m_water_dudvmap, vec2(waterTex1 + disdis*m_distortionMix)); |
||||
fdist =normalize( fdist * 2.0 - 1.0)* m_distortionScale; |
||||
|
||||
|
||||
//load normalmap |
||||
vec4 nmap = texture2D(m_water_normalmap, vec2(waterTex1 + disdis*m_distortionMix)); |
||||
nmap = (nmap-ofive) * two; |
||||
// nmap = nmap*2.0-1.0; |
||||
vec4 vNorm = normalize(nmap); |
||||
|
||||
|
||||
vec4 projCoord = position / position.w; |
||||
projCoord =(projCoord+1.0)*0.5 + fdist; |
||||
projCoord = clamp(projCoord, 0.001, 0.999); |
||||
|
||||
//load reflection,refraction and depth texture |
||||
vec4 refl = texture2D(m_water_reflection, vec2(projCoord.x,1.0-projCoord.y)); |
||||
vec4 refr = texture2D(m_water_refraction, vec2(projCoord)); |
||||
vec4 wdepth =readDepth(vec2(projCoord)); |
||||
|
||||
wdepth = vec4(pow(wdepth.x, m_waterDepth)); |
||||
vec4 invdepth = 1.0 - wdepth; |
||||
|
||||
|
||||
// Blinn - Phong |
||||
// vec4 H = (viewt - lightTS); |
||||
// vec4 specular =vec4(pow(max(dot(H, vNorm), 0.0), exponent)); |
||||
|
||||
// Standard Phong |
||||
|
||||
// vec4 R =reflect(-L, vNorm); |
||||
// vec4 specular =vec4( pow(max(dot(R, E), 0.0),exponent)); |
||||
|
||||
|
||||
//calculate specular highlight |
||||
vec4 L=normalize(viewLightDir); |
||||
vec4 E=normalize(viewCamDir); |
||||
vec4 vRef = normalize(reflect(-L,vNorm)); |
||||
float stemp =max(0.0, dot( vRef,E) ); |
||||
//initializing to 0 to avoid artifacts on old intel cards |
||||
vec4 specular = vec4(0.0,0.0,0.0,0.0); |
||||
if(stemp>0.0){ |
||||
stemp = pow(stemp, exponent); |
||||
specular = vec4(stemp); |
||||
} |
||||
|
||||
|
||||
|
||||
vec4 fresnelTerm = vec4(0.02+0.97*pow((1.0-dot(normalize(viewt), vNorm)),5.0)); |
||||
|
||||
|
||||
|
||||
fresnelTerm=fresnelTerm*invdepth*m_waterTransparency; |
||||
fresnelTerm=clamp(fresnelTerm,0.0,1.0); |
||||
|
||||
refr*=(fresnelTerm); |
||||
refr *= invdepth; |
||||
refr= refr+ m_waterColor*wdepth*fresnelTerm; |
||||
|
||||
gl_FragColor =(refr+ refl*(1.0-fresnelTerm))+specular; |
||||
} |
@ -1,87 +0,0 @@ |
||||
/* |
||||
GLSL conversion of Michael Horsch water demo |
||||
http://www.bonzaisoftware.com/wfs.html |
||||
Converted by Mars_999 |
||||
8/20/2005 |
||||
*/ |
||||
uniform vec3 m_lightPos; |
||||
uniform float m_time; |
||||
|
||||
uniform mat4 g_WorldViewProjectionMatrix; |
||||
uniform mat4 g_WorldViewMatrix; |
||||
uniform mat4 g_ViewMatrix; |
||||
uniform vec3 g_CameraPosition; |
||||
uniform mat3 g_NormalMatrix; |
||||
|
||||
attribute vec4 inPosition; |
||||
attribute vec2 inTexCoord; |
||||
attribute vec3 inTangent; |
||||
attribute vec3 inNormal; |
||||
|
||||
varying vec4 lightDir; |
||||
varying vec4 waterTex1; |
||||
varying vec4 waterTex2; |
||||
varying vec4 position; |
||||
varying vec4 viewDir; |
||||
varying vec4 viewpos; |
||||
varying vec4 viewLightDir; |
||||
varying vec4 viewCamDir; |
||||
|
||||
|
||||
//unit 0 = water_reflection |
||||
//unit 1 = water_refraction |
||||
//unit 2 = water_normalmap |
||||
//unit 3 = water_dudvmap |
||||
//unit 4 = water_depthmap |
||||
|
||||
void main(void) |
||||
{ |
||||
viewpos.x = g_CameraPosition.x; |
||||
viewpos.y = g_CameraPosition.y; |
||||
viewpos.z = g_CameraPosition.z; |
||||
viewpos.w = 1.0; |
||||
|
||||
vec4 temp; |
||||
vec4 tangent = vec4(1.0, 0.0, 0.0, 0.0); |
||||
vec4 norm = vec4(0.0, 1.0, 0.0, 0.0); |
||||
vec4 binormal = vec4(0.0, 0.0, 1.0, 0.0); |
||||
|
||||
|
||||
temp = viewpos - inPosition; |
||||
|
||||
viewDir.x = dot(temp, tangent); |
||||
viewDir.y = dot(temp, binormal); |
||||
viewDir.z = dot(temp, norm); |
||||
viewDir.w = 0.0; |
||||
|
||||
temp = vec4(m_lightPos,1.0)- inPosition; |
||||
lightDir.x = dot(temp, tangent); |
||||
lightDir.y = dot(temp, binormal); |
||||
lightDir.z = dot(temp, norm); |
||||
lightDir.w = 0.0; |
||||
|
||||
vec4 viewSpaceLightPos=g_ViewMatrix*vec4(m_lightPos,1.0); |
||||
vec4 viewSpacePos=g_WorldViewMatrix*inPosition; |
||||
vec3 wvNormal = normalize(g_NormalMatrix * inNormal); |
||||
vec3 wvTangent = normalize(g_NormalMatrix * inTangent); |
||||
vec3 wvBinormal = cross(wvNormal, wvTangent); |
||||
mat3 tbnMat = mat3(wvTangent, wvBinormal, wvNormal); |
||||
|
||||
temp = viewSpaceLightPos - viewSpacePos; |
||||
viewLightDir.xyz=temp.xyz*tbnMat; |
||||
viewLightDir.w = 0.0; |
||||
|
||||
temp = -viewSpacePos; |
||||
viewCamDir.xyz =temp.xyz*tbnMat; |
||||
viewCamDir.w = 0.0; |
||||
|
||||
|
||||
vec4 t1 = vec4(0.0, -m_time, 0.0,0.0); |
||||
vec4 t2 = vec4(0.0, m_time, 0.0,0.0); |
||||
|
||||
waterTex1 =vec4(inTexCoord,0.0,0.0) + t1; |
||||
waterTex2 =vec4(inTexCoord ,0.0,0.0)+ t2; |
||||
|
||||
position = g_WorldViewProjectionMatrix * inPosition; |
||||
gl_Position = position; |
||||
} |
@ -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) 2009-2012 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.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; |
||||
} |
||||
} |
@ -1,177 +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; |
||||
|
||||
} |
||||
|
||||
public void pause() { |
||||
playing = false; |
||||
} |
||||
|
||||
@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; |
||||
if (material != null) { |
||||
material.setFloat("Value", value); |
||||
} |
||||
} |
||||
} |
@ -1,172 +0,0 @@ |
||||
/* |
||||
* 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.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 fogDensity |
||||
*/ |
||||
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) 2009-2012 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.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); |
||||
} |
||||
} |
||||
} |
@ -1,324 +0,0 @@ |
||||
/* |
||||
* 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.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 |
||||
*/ |
||||
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 |
||||
*/ |
||||
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); |
||||
} |
||||
} |
@ -1,125 +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() { |
||||
} |
||||
} |
||||
} |