git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7000 75d07b2b-3a1a-0410-a2c5-0572b91ccdca3.0
parent
88506617ce
commit
f58ca40979
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uniform sampler2D m_Texture; |
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varying vec2 texCoord; |
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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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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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uniform int m_LineDistance; |
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uniform int m_LineThickness; |
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void main() { |
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vec4 texVal = texture2D(m_Texture, texCoord); |
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float linePixel = 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) < 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) < 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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gl_FragColor = mix(paperColor, lineColor, linePixel); |
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} |
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MaterialDef CrossHatch { |
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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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Int LineThickness; |
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Int LineDistance; |
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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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WorldParameters { |
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WorldViewProjectionMatrix |
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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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WorldParameters { |
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WorldViewProjectionMatrix |
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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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#import "Common/ShaderLib/MultiSample.glsllib" |
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uniform COLORTEXTURE m_Texture; |
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in vec2 texCoord; |
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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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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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uniform int m_LineDistance; |
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uniform int m_LineThickness; |
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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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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) < 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) < 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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// 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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gl_FragColor = mix(paperColor, lineColor, linePixel); |
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} |
@ -0,0 +1,296 @@ |
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/* |
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* Copyright (c) 2009-2010 jMonkeyEngine |
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* All rights reserved. |
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* |
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* Redistribution and use in source and binary forms, with or without |
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* modification, are permitted provided that the following conditions are |
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* met: |
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* |
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* * Redistributions of source code must retain the above copyright |
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* notice, this list of conditions and the following disclaimer. |
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* |
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* * Redistributions in binary form must reproduce the above copyright |
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* notice, this list of conditions and the following disclaimer in the |
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* documentation and/or other materials provided with the distribution. |
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* |
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
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* may be used to endorse or promote products derived from this software |
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* without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
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package com.jme3.post.filters; |
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import com.jme3.asset.AssetManager; |
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import com.jme3.material.Material; |
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import com.jme3.math.ColorRGBA; |
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import com.jme3.post.Filter; |
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import com.jme3.renderer.RenderManager; |
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import com.jme3.renderer.Renderer; |
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import com.jme3.renderer.ViewPort; |
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|
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/* |
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* A Post Processing filter that makes the screen look like it was drawn as |
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* diagonal lines with a pen. |
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* Try combining this with a cartoon edge filter to obtain manga style visuals. |
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* |
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* Based on an article from Geeks3D: |
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* <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>
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* |
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* @author: Roy Straver a.k.a. Baal Garnaal |
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*/ |
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public class CrossHatchFilter extends Filter { |
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private ColorRGBA lineColor = ColorRGBA.Black.clone(); |
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private ColorRGBA paperColor = ColorRGBA.White.clone(); |
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private float colorInfluenceLine = 0.8f; |
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private float colorInfluencePaper = 0.1f; |
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private float fillValue = 0.9f; |
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private float luminance1 = 0.9f; |
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private float luminance2 = 0.7f; |
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private float luminance3 = 0.5f; |
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private float luminance4 = 0.3f; |
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private float luminance5 = 0.0f; |
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private int lineThickness = 1; |
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private int lineDistance = 4; |
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public CrossHatchFilter() { |
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super("CrossHatchFilter"); |
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} |
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public CrossHatchFilter(ColorRGBA lineColor, ColorRGBA paperColor) { |
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this(); |
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this.lineColor = lineColor; |
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this.paperColor = paperColor; |
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} |
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@Override |
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public boolean isRequiresDepthTexture() { |
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return false; |
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} |
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@Override |
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public void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) { |
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material = new Material(manager, "Common/MatDefs/Post/CrossHatch.j3md"); |
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material.setColor("LineColor", lineColor); |
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material.setColor("PaperColor", paperColor); |
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material.setFloat("ColorInfluenceLine", colorInfluenceLine); |
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material.setFloat("ColorInfluencePaper", colorInfluencePaper); |
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material.setFloat("FillValue", fillValue); |
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material.setFloat("Luminance1", luminance1); |
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material.setFloat("Luminance2", luminance2); |
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material.setFloat("Luminance3", luminance3); |
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material.setFloat("Luminance4", luminance4); |
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material.setFloat("Luminance5", luminance5); |
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material.setInt("LineThickness", lineThickness); |
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material.setInt("LineDistance", lineDistance); |
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} |
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@Override |
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public Material getMaterial() { |
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return material; |
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} |
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@Override |
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public void preRender(RenderManager renderManager, ViewPort viewPort) { |
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} |
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@Override |
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public void cleanUpFilter(Renderer r) { |
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} |
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/* |
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* Sets color used to draw lines |
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*/ |
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public void setLineColor(ColorRGBA lineColor) { |
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this.lineColor = lineColor; |
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if (material != null) { |
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material.setColor("LineColor", lineColor); |
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} |
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} |
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/* |
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* Sets color used as background |
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*/ |
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public void setPaperColor(ColorRGBA paperColor) { |
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this.paperColor = paperColor; |
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if (material != null) { |
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material.setColor("PaperColor", paperColor); |
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} |
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} |
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/* |
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* Sets color influence of original image on lines drawn |
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*/ |
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public void setColorInfluenceLine(float colorInfluenceLine) { |
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this.colorInfluenceLine = colorInfluenceLine; |
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if (material != null) { |
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material.setFloat("ColorInfluenceLine", colorInfluenceLine); |
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} |
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} |
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/* |
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* Sets color influence of original image on non-line areas |
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*/ |
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public void setColorInfluencePaper(float colorInfluencePaper) { |
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this.colorInfluencePaper = colorInfluencePaper; |
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if (material != null) { |
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material.setFloat("ColorInfluencePaper", colorInfluencePaper); |
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} |
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} |
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/* |
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* Sets line/paper color ratio for areas with values < luminance5, |
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* really dark areas get no lines but a filled blob instead |
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*/ |
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public void setFillValue(float fillValue) { |
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this.fillValue = fillValue; |
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if (material != null) { |
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material.setFloat("FillValue", fillValue); |
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} |
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} |
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/* |
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* Sets minimum luminance levels for lines drawn |
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* Luminance1: Top-left to down right 1 |
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* Luminance2: Top-right to bottom left 1 |
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* Luminance3: Top-left to down right 2 |
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* Luminance4: Top-right to bottom left 2 |
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* Luminance5: Blobs |
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*/ |
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public void setLuminanceLevels(float luminance1, float luminance2, float luminance3, float luminance4, float luminance5) { |
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this.luminance1 = luminance1; |
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this.luminance2 = luminance2; |
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this.luminance3 = luminance3; |
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this.luminance4 = luminance4; |
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this.luminance5 = luminance5; |
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if (material != null) { |
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material.setFloat("Luminance1", luminance1); |
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material.setFloat("Luminance2", luminance2); |
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material.setFloat("Luminance3", luminance3); |
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material.setFloat("Luminance4", luminance4); |
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material.setFloat("Luminance5", luminance5); |
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} |
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} |
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/* |
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* Sets the thickness of lines drawn |
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*/ |
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public void setLineThickness(int lineThickness) { |
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this.lineThickness = lineThickness; |
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if (material != null) { |
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material.setInt("LineThickness", lineThickness); |
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} |
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} |
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/* |
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* Sets minimum distance between lines drawn |
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* Primary lines are drawn at 2*lineDistance |
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* Secondary lines are drawn at lineDistance |
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*/ |
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public void setLineDistance(int lineDistance) { |
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this.lineDistance = lineDistance; |
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if (material != null) { |
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material.setInt("LineDistance", lineDistance); |
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} |
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} |
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/* |
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* Returns line color |
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*/ |
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public ColorRGBA getLineColor() { |
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return lineColor; |
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} |
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/* |
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* Returns paper background color |
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*/ |
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public ColorRGBA getPaperColor() { |
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return paperColor; |
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} |
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/* |
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* Returns current influence of image colors on lines |
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*/ |
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public float getColorInfluenceLine() { |
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return colorInfluenceLine; |
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} |
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/* |
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* Returns current influence of image colors on paper background |
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*/ |
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public float getColorInfluencePaper() { |
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return colorInfluencePaper; |
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} |
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/* |
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* Returns line/paper color ratio for blobs |
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*/ |
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public float getFillValue() { |
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return fillValue; |
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} |
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/* |
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* Returns the thickness of the lines drawn |
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*/ |
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public int getLineThickness() { |
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return lineThickness; |
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} |
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/* |
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* Returns minimum distance between lines |
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*/ |
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public int getLineDistance() { |
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return lineDistance; |
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} |
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/* |
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* Returns treshold for lines 1 |
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*/ |
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public float getLuminance1() { |
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return luminance1; |
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} |
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/* |
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* Returns treshold for lines 2 |
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*/ |
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public float getLuminance2() { |
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return luminance2; |
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} |
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/* |
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* Returns treshold for lines 3 |
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*/ |
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public float getLuminance3() { |
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return luminance3; |
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} |
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/* |
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* Returns treshold for lines 4 |
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*/ |
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public float getLuminance4() { |
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return luminance4; |
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} |
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/* |
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* Returns treshold for blobs |
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*/ |
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public float getLuminance5() { |
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return luminance5; |
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} |
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} |
@ -0,0 +1,156 @@ |
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/* |
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* Copyright (c) 2009-2010 jMonkeyEngine |
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* All rights reserved. |
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* |
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* Redistribution and use in source and binary forms, with or without |
||||
* modification, are permitted provided that the following conditions are |
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* met: |
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* |
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* * Redistributions of source code must retain the above copyright |
||||
* notice, this list of conditions and the following disclaimer. |
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* |
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* * 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. |
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* |
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* * Neither the name of 'jMonkeyEngine' nor the names of its contributors |
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* may be used to endorse or promote products derived from this software |
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* without specific prior written permission. |
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* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED |
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* 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 |
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
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package jme3test.post; |
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import com.jme3.app.SimpleApplication; |
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import com.jme3.input.KeyInput; |
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import com.jme3.input.controls.ActionListener; |
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import com.jme3.input.controls.KeyTrigger; |
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import com.jme3.light.DirectionalLight; |
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import com.jme3.material.Material; |
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import com.jme3.math.ColorRGBA; |
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import com.jme3.math.Quaternion; |
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import com.jme3.math.Vector3f; |
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import com.jme3.post.FilterPostProcessor; |
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import com.jme3.post.filters.BloomFilter; |
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import com.jme3.post.filters.CrossHatchFilter; |
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import com.jme3.renderer.queue.RenderQueue.ShadowMode; |
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import com.jme3.scene.Geometry; |
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import com.jme3.scene.Spatial; |
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import com.jme3.scene.debug.WireFrustum; |
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import com.jme3.scene.shape.Box; |
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import com.jme3.util.SkyFactory; |
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public class TestCrossHatch extends SimpleApplication { |
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float angle; |
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Spatial lightMdl; |
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Spatial teapot; |
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Geometry frustumMdl; |
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WireFrustum frustum; |
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boolean active=true; |
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FilterPostProcessor fpp; |
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public static void main(String[] args){ |
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TestCrossHatch app = new TestCrossHatch(); |
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app.start(); |
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} |
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@Override |
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public void simpleInitApp() { |
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// put the camera in a bad position
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cam.setLocation(new Vector3f(-2.336393f, 11.91392f, -7.139601f)); |
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cam.setRotation(new Quaternion(0.23602544f, 0.11321983f, -0.027698677f, 0.96473104f)); |
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//cam.setFrustumFar(1000);
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Material mat = new Material(assetManager,"Common/MatDefs/Light/Lighting.j3md"); |
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mat.setFloat("Shininess", 15f); |
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mat.setBoolean("UseMaterialColors", true); |
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mat.setColor("Ambient", ColorRGBA.Yellow.mult(0.2f)); |
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mat.setColor("Diffuse", ColorRGBA.Yellow.mult(0.2f)); |
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mat.setColor("Specular", ColorRGBA.Yellow.mult(0.8f)); |
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Material matSoil = new Material(assetManager,"Common/MatDefs/Light/Lighting.j3md"); |
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matSoil.setFloat("Shininess", 15f); |
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matSoil.setBoolean("UseMaterialColors", true); |
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matSoil.setColor("Ambient", ColorRGBA.Gray); |
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matSoil.setColor("Diffuse", ColorRGBA.Black); |
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matSoil.setColor("Specular", ColorRGBA.Gray); |
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teapot = assetManager.loadModel("Models/Teapot/Teapot.obj"); |
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teapot.setLocalTranslation(0,0,10); |
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teapot.setMaterial(mat); |
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teapot.setShadowMode(ShadowMode.CastAndReceive); |
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teapot.setLocalScale(10.0f); |
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rootNode.attachChild(teapot); |
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Geometry soil=new Geometry("soil", new Box(new Vector3f(0, -13, 550), 800, 10, 700)); |
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soil.setMaterial(matSoil); |
||||
soil.setShadowMode(ShadowMode.CastAndReceive); |
||||
rootNode.attachChild(soil); |
||||
|
||||
DirectionalLight light=new DirectionalLight(); |
||||
light.setDirection(new Vector3f(-1, -1, -1).normalizeLocal()); |
||||
light.setColor(ColorRGBA.White.mult(1.5f)); |
||||
rootNode.addLight(light); |
||||
|
||||
// load sky
|
||||
Spatial sky = SkyFactory.createSky(assetManager, "Textures/Sky/Bright/FullskiesBlueClear03.dds", false); |
||||
sky.setCullHint(Spatial.CullHint.Never); |
||||
rootNode.attachChild(sky); |
||||
|
||||
fpp=new FilterPostProcessor(assetManager); |
||||
CrossHatchFilter chf=new CrossHatchFilter(); |
||||
|
||||
|
||||
|
||||
viewPort.addProcessor(fpp); |
||||
fpp.addFilter(chf); |
||||
initInputs(); |
||||
|
||||
} |
||||
|
||||
private void initInputs() { |
||||
inputManager.addMapping("toggle", new KeyTrigger(KeyInput.KEY_SPACE)); |
||||
|
||||
ActionListener acl = new ActionListener() { |
||||
|
||||
public void onAction(String name, boolean keyPressed, float tpf) { |
||||
if (name.equals("toggle") && keyPressed) { |
||||
if(active){ |
||||
active=false; |
||||
viewPort.removeProcessor(fpp); |
||||
}else{ |
||||
active=true; |
||||
viewPort.addProcessor(fpp); |
||||
} |
||||
} |
||||
} |
||||
}; |
||||
|
||||
inputManager.addListener(acl, "toggle"); |
||||
|
||||
} |
||||
|
||||
|
||||
|
||||
} |
Loading…
Reference in new issue