Documented com.jme3.water and com.jme3.post.ssao

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7630 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 14 years ago
parent c32650410b
commit bcef1b1e5c
  1. 80
      engine/src/desktop-fx/com/jme3/post/ssao/SSAOFilter.java
  2. 32
      engine/src/desktop-fx/com/jme3/water/ReflectionProcessor.java
  3. 74
      engine/src/desktop-fx/com/jme3/water/SimpleWaterProcessor.java
  4. 49
      engine/src/desktop-fx/com/jme3/water/WaterFilter.java

@ -51,8 +51,12 @@ import java.io.IOException;
import java.util.ArrayList;
/**
* SSAO stands for screen space ambient occlusion
* It's a technique that fake ambient lighting by computind 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 http://jmonkeyengine.org/2010/08/16/screen-space-ambient-occlusion-for-jmonkeyengine-3-0/
*
* @author nehon
* @author Rémy Bouquet aka Nehon
*/
public class SSAOFilter extends Filter {
@ -68,8 +72,8 @@ public class SSAOFilter extends Filter {
private boolean useAo = true;
private Material ssaoMat;
private Pass ssaoPass;
private Material downSampleMat;
private Pass downSamplePass;
// private Material downSampleMat;
// private Pass downSamplePass;
private float downSampleFactor = 1f;
/**
@ -80,12 +84,11 @@ public class SSAOFilter extends Filter {
}
/**
*
* @param vp
* @param sampleRadius
* @param intensity
* @param scale
* @param bias
* Create a Screen Space Ambiant 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();
@ -123,7 +126,7 @@ public class SSAOFilter extends Filter {
postRenderPasses = new ArrayList<Pass>();
normalPass = new Pass();
normalPass.init(renderManager.getRenderer(), (int)(screenWidth / downSampleFactor), (int)(screenHeight / downSampleFactor), Format.RGBA8, Format.Depth);
normalPass.init(renderManager.getRenderer(), (int) (screenWidth / downSampleFactor), (int) (screenHeight / downSampleFactor), Format.RGBA8, Format.Depth);
frustumNearFar = new Vector2f();
@ -153,7 +156,7 @@ public class SSAOFilter extends Filter {
}
};
ssaoPass.init(renderManager.getRenderer(), (int)(screenWidth / downSampleFactor), (int)(screenHeight / downSampleFactor), Format.RGBA8, Format.Depth, 1, ssaoMat);
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);
@ -180,10 +183,19 @@ public class SSAOFilter extends Filter {
}
/**
* 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) {
@ -191,10 +203,18 @@ public class SSAOFilter extends Filter {
}
}
/**
* 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) {
@ -203,10 +223,19 @@ public class SSAOFilter extends Filter {
}
/**
* 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) {
@ -215,22 +244,39 @@ public class SSAOFilter extends Filter {
}
/**
* returns the scale<br>
* see {@link setScale(float scale)}
* @return
*/
public float getScale() {
return scale;
}
/**
*
* Returns the distance between occluders and occludee. dafault 0.2f
* @param scale
*/
public void setScale(float scale) {
this.scale = scale;
if (ssaoMat != null) {
ssaoMat.setFloat("Scale", scale);
}
}
/**
* debugging only , will be removed
* @return
*/
public boolean isUseAo() {
return useAo;
}
/**
* debugging only , will be removed
* @return
*/
public void setUseAo(boolean useAo) {
this.useAo = useAo;
if (material != null) {
@ -239,10 +285,18 @@ public class SSAOFilter extends Filter {
}
/**
* debugging only , will be removed
* @return
*/
public boolean isUseOnlyAo() {
return useOnlyAo;
}
/**
* debugging only , will be removed
* @return
*/
public void setUseOnlyAo(boolean useOnlyAo) {
this.useOnlyAo = useOnlyAo;
if (material != null) {
@ -269,6 +323,4 @@ public class SSAOFilter extends Filter {
scale = ic.readFloat("scale", 0.2f);
bias = ic.readFloat("bias", 0.1f);
}
}

@ -24,6 +24,12 @@ public class ReflectionProcessor implements SceneProcessor {
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;
@ -67,26 +73,52 @@ public class ReflectionProcessor implements SceneProcessor {
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;
}

@ -51,16 +51,46 @@ 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.MagFilter;
import com.jme3.texture.Texture.MinFilter;
import com.jme3.texture.Texture.WrapMode;
import com.jme3.texture.Texture2D;
import com.jme3.ui.Picture;
import com.jme3.util.TempVars;
/**
*
* @author normenhansen
* 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 {
@ -100,6 +130,10 @@ public class SimpleWaterProcessor implements SceneProcessor {
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");
@ -312,10 +346,18 @@ public class SimpleWaterProcessor implements SceneProcessor {
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;
}
@ -331,6 +373,10 @@ public class SimpleWaterProcessor implements SceneProcessor {
renderHeight = height;
}
/**
* returns the water plane
* @return
*/
public Plane getPlane() {
return plane;
}
@ -390,14 +436,26 @@ public class SimpleWaterProcessor implements SceneProcessor {
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);
@ -434,10 +492,18 @@ public class SimpleWaterProcessor implements SceneProcessor {
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;
}

@ -46,7 +46,6 @@ import com.jme3.post.Filter;
import com.jme3.post.Filter.Pass;
import com.jme3.renderer.Camera;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.Renderer;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
@ -57,8 +56,12 @@ import com.jme3.util.TempVars;
import java.io.IOException;
/**
* The WaterFilter is a 2D post process that simulate water.
* It renders water above and under water.
* See this blog post for more info http://jmonkeyengine.org/2011/01/15/new-advanced-water-effect-for-jmonkeyengine-3/
*
* @author nehon
*
* @author Rémy Bouquet aka Nehon
*/
public class WaterFilter extends Filter {
@ -805,10 +808,18 @@ public class WaterFilter extends Filter {
}
/**
* returns true if the water use the refraction
* @return
*/
public boolean isUseRefraction() {
return useRefraction;
}
/**
* set to true to use refraction (default is true)
* @param useRefraction
*/
public void setUseRefraction(boolean useRefraction) {
this.useRefraction = useRefraction;
if (material != null) {
@ -817,10 +828,19 @@ public class WaterFilter extends Filter {
}
/**
* returns true if the ater use ripples
* @return
*/
public boolean isUseRipples() {
return useRipples;
}
/**
*
* Set to true tu use ripples
* @param useRipples
*/
public void setUseRipples(boolean useRipples) {
this.useRipples = useRipples;
if (material != null) {
@ -829,10 +849,18 @@ public class WaterFilter extends Filter {
}
/**
* returns true if the water use specular
* @return
*/
public boolean isUseSpecular() {
return useSpecular;
}
/**
* Set to true to use specular lightings on the water
* @param useSpecular
*/
public void setUseSpecular(boolean useSpecular) {
this.useSpecular = useSpecular;
if (material != null) {
@ -840,10 +868,18 @@ public class WaterFilter extends Filter {
}
}
/**
* returns the foam intensity
* @return
*/
public float getFoamIntensity() {
return foamIntensity;
}
/**
* sets the foam intensity default is 0.5f
* @param foamIntensity
*/
public void setFoamIntensity(float foamIntensity) {
this.foamIntensity = foamIntensity;
if (material != null) {
@ -852,10 +888,19 @@ public class WaterFilter extends Filter {
}
}
/**
* returns the reflection displace
* see {@link setReflectionDisplace(float reflectionDisplace)}
* @return
*/
public float getReflectionDisplace() {
return reflectionDisplace;
}
/**
* Sets the reflection displace. define how troubled will look the reflection in the water. default is 30
* @param reflectionDisplace
*/
public void setReflectionDisplace(float reflectionDisplace) {
this.reflectionDisplace = reflectionDisplace;
if (material != null) {

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