BloomFilter, applied James patch to make sure the filter is properly re initialized when de downsampling factor is changed.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10943 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
This commit is contained in:
parent
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@ -1,314 +1,329 @@
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/*
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* Copyright (c) 2009-2012 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:
|
||||
*
|
||||
* * 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
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
*
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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
|
||||
* 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.export.InputCapsule;
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import com.jme3.export.JmeExporter;
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import com.jme3.export.JmeImporter;
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import com.jme3.export.OutputCapsule;
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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.ViewPort;
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import com.jme3.renderer.queue.RenderQueue;
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import com.jme3.texture.Image.Format;
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import java.io.IOException;
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import java.util.ArrayList;
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/**
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* BloomFilter is used to make objects in the scene have a glow effect.<br>
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* There are 2 mode : Scene and Objects.<br>
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* Scene mode extracts the bright parts of the scene to make them glow<br>
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* Object mode make objects glow according to their material's glowMap or their GlowColor<br>
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* @see <a href="http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:bloom_and_glow">advanced:bloom_and_glow</a> for more details
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*
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* @author Rémy Bouquet aka Nehon
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*/
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public class BloomFilter extends Filter {
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/**
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* GlowMode specifies if the glow will be applied to the whole scene,or to objects that have aglow color or a glow map
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*/
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public enum GlowMode {
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/**
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* Apply bloom filter to bright areas in the scene.
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*/
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Scene,
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/**
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* Apply bloom only to objects that have a glow map or a glow color.
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*/
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Objects,
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/**
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* Apply bloom to both bright parts of the scene and objects with glow map.
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*/
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SceneAndObjects;
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}
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private GlowMode glowMode = GlowMode.Scene;
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//Bloom parameters
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private float blurScale = 1.5f;
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private float exposurePower = 5.0f;
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private float exposureCutOff = 0.0f;
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private float bloomIntensity = 2.0f;
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private float downSamplingFactor = 1;
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private Pass preGlowPass;
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private Pass extractPass;
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private Pass horizontalBlur = new Pass();
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private Pass verticalalBlur = new Pass();
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private Material extractMat;
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private Material vBlurMat;
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private Material hBlurMat;
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private int screenWidth;
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private int screenHeight;
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private RenderManager renderManager;
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private ViewPort viewPort;
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/**
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* Creates a Bloom filter
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*/
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public BloomFilter() {
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super("BloomFilter");
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}
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/**
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* Creates the bloom filter with the specific glow mode
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* @param glowMode
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*/
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public BloomFilter(GlowMode glowMode) {
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this();
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this.glowMode = glowMode;
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}
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@Override
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protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
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this.renderManager = renderManager;
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this.viewPort = vp;
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screenWidth = (int) Math.max(1, (w / downSamplingFactor));
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screenHeight = (int) Math.max(1, (h / downSamplingFactor));
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// System.out.println(screenWidth + " " + screenHeight);
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if (glowMode != GlowMode.Scene) {
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preGlowPass = new Pass();
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preGlowPass.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth);
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}
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postRenderPasses = new ArrayList<Pass>();
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//configuring extractPass
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extractMat = new Material(manager, "Common/MatDefs/Post/BloomExtract.j3md");
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extractPass = new Pass() {
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@Override
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public boolean requiresSceneAsTexture() {
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return true;
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}
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@Override
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public void beforeRender() {
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extractMat.setFloat("ExposurePow", exposurePower);
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extractMat.setFloat("ExposureCutoff", exposureCutOff);
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if (glowMode != GlowMode.Scene) {
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extractMat.setTexture("GlowMap", preGlowPass.getRenderedTexture());
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}
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extractMat.setBoolean("Extract", glowMode != GlowMode.Objects);
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}
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};
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extractPass.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, extractMat);
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postRenderPasses.add(extractPass);
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//configuring horizontal blur pass
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hBlurMat = new Material(manager, "Common/MatDefs/Blur/HGaussianBlur.j3md");
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horizontalBlur = new Pass() {
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@Override
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public void beforeRender() {
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hBlurMat.setTexture("Texture", extractPass.getRenderedTexture());
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hBlurMat.setFloat("Size", screenWidth);
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hBlurMat.setFloat("Scale", blurScale);
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}
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};
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horizontalBlur.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, hBlurMat);
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postRenderPasses.add(horizontalBlur);
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//configuring vertical blur pass
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vBlurMat = new Material(manager, "Common/MatDefs/Blur/VGaussianBlur.j3md");
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verticalalBlur = new Pass() {
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@Override
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public void beforeRender() {
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vBlurMat.setTexture("Texture", horizontalBlur.getRenderedTexture());
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vBlurMat.setFloat("Size", screenHeight);
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vBlurMat.setFloat("Scale", blurScale);
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}
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};
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verticalalBlur.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, vBlurMat);
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postRenderPasses.add(verticalalBlur);
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//final material
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material = new Material(manager, "Common/MatDefs/Post/BloomFinal.j3md");
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material.setTexture("BloomTex", verticalalBlur.getRenderedTexture());
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}
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@Override
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protected Material getMaterial() {
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material.setFloat("BloomIntensity", bloomIntensity);
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return material;
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}
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@Override
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protected void postQueue(RenderQueue queue) {
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if (glowMode != GlowMode.Scene) {
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renderManager.getRenderer().setBackgroundColor(ColorRGBA.BlackNoAlpha);
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renderManager.getRenderer().setFrameBuffer(preGlowPass.getRenderFrameBuffer());
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renderManager.getRenderer().clearBuffers(true, true, true);
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renderManager.setForcedTechnique("Glow");
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renderManager.renderViewPortQueues(viewPort, false);
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renderManager.setForcedTechnique(null);
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renderManager.getRenderer().setFrameBuffer(viewPort.getOutputFrameBuffer());
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}
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}
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/**
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* returns the bloom intensity
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* @return
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*/
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public float getBloomIntensity() {
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return bloomIntensity;
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}
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/**
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* intensity of the bloom effect default is 2.0
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* @param bloomIntensity
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*/
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public void setBloomIntensity(float bloomIntensity) {
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this.bloomIntensity = bloomIntensity;
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}
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/**
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* returns the blur scale
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* @return
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*/
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public float getBlurScale() {
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return blurScale;
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}
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/**
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* sets The spread of the bloom default is 1.5f
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* @param blurScale
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*/
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public void setBlurScale(float blurScale) {
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this.blurScale = blurScale;
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}
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/**
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* returns the exposure cutoff<br>
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* for more details see {@link #setExposureCutOff(float exposureCutOff)}
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* @return
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*/
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public float getExposureCutOff() {
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return exposureCutOff;
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}
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/**
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* Define the color threshold on which the bloom will be applied (0.0 to 1.0)
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* @param exposureCutOff
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*/
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public void setExposureCutOff(float exposureCutOff) {
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this.exposureCutOff = exposureCutOff;
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}
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/**
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* returns the exposure power<br>
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* form more details see {@link #setExposurePower(float exposurePower)}
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* @return
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*/
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public float getExposurePower() {
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return exposurePower;
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}
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/**
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* defines how many time the bloom extracted color will be multiplied by itself. default id 5.0<br>
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* a high value will reduce rough edges in the bloom and somhow the range of the bloom area *
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* @param exposurePower
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*/
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public void setExposurePower(float exposurePower) {
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this.exposurePower = exposurePower;
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}
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/**
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* returns the downSampling factor<br>
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* form more details see {@link #setDownSamplingFactor(float downSamplingFactor)}
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* @return
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*/
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public float getDownSamplingFactor() {
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return downSamplingFactor;
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}
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/**
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* Sets the downSampling factor : the size of the computed texture will be divided by this factor. default is 1 for no downsampling
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* A 2 value is a good way of widening the blur
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* @param downSamplingFactor
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*/
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public void setDownSamplingFactor(float downSamplingFactor) {
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this.downSamplingFactor = downSamplingFactor;
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}
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@Override
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public void write(JmeExporter ex) throws IOException {
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super.write(ex);
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OutputCapsule oc = ex.getCapsule(this);
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oc.write(glowMode, "glowMode", GlowMode.Scene);
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oc.write(blurScale, "blurScale", 1.5f);
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oc.write(exposurePower, "exposurePower", 5.0f);
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oc.write(exposureCutOff, "exposureCutOff", 0.0f);
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oc.write(bloomIntensity, "bloomIntensity", 2.0f);
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oc.write(downSamplingFactor, "downSamplingFactor", 1);
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}
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@Override
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public void read(JmeImporter im) throws IOException {
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super.read(im);
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InputCapsule ic = im.getCapsule(this);
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glowMode = ic.readEnum("glowMode", GlowMode.class, GlowMode.Scene);
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blurScale = ic.readFloat("blurScale", 1.5f);
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exposurePower = ic.readFloat("exposurePower", 5.0f);
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exposureCutOff = ic.readFloat("exposureCutOff", 0.0f);
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bloomIntensity = ic.readFloat("bloomIntensity", 2.0f);
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downSamplingFactor = ic.readFloat("downSamplingFactor", 1);
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}
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}
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/*
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* Copyright (c) 2009-2012 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:
|
||||
*
|
||||
* * 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.
|
||||
*
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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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* 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
|
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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.export.InputCapsule;
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import com.jme3.export.JmeExporter;
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import com.jme3.export.JmeImporter;
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import com.jme3.export.OutputCapsule;
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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.ViewPort;
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import com.jme3.renderer.queue.RenderQueue;
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import com.jme3.texture.Image.Format;
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import java.io.IOException;
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import java.util.ArrayList;
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/**
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* BloomFilter is used to make objects in the scene have a glow effect.<br>
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* There are 2 mode : Scene and Objects.<br>
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* Scene mode extracts the bright parts of the scene to make them glow<br>
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* Object mode make objects glow according to their material's glowMap or their GlowColor<br>
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* @see <a href="http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:bloom_and_glow">advanced:bloom_and_glow</a> for more details
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*
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* @author Rémy Bouquet aka Nehon
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*/
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public class BloomFilter extends Filter {
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/**
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* GlowMode specifies if the glow will be applied to the whole scene,or to objects that have aglow color or a glow map
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*/
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public enum GlowMode {
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/**
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* Apply bloom filter to bright areas in the scene.
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*/
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Scene,
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/**
|
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* Apply bloom only to objects that have a glow map or a glow color.
|
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*/
|
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Objects,
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/**
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* Apply bloom to both bright parts of the scene and objects with glow map.
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*/
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SceneAndObjects;
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}
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private GlowMode glowMode = GlowMode.Scene;
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//Bloom parameters
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private float blurScale = 1.5f;
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private float exposurePower = 5.0f;
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private float exposureCutOff = 0.0f;
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private float bloomIntensity = 2.0f;
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private float downSamplingFactor = 1;
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private Pass preGlowPass;
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private Pass extractPass;
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private Pass horizontalBlur = new Pass();
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private Pass verticalalBlur = new Pass();
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private Material extractMat;
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private Material vBlurMat;
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private Material hBlurMat;
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private int screenWidth;
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private int screenHeight;
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private RenderManager renderManager;
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private ViewPort viewPort;
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private AssetManager assetManager;
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private int initalWidth;
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private int initalHeight;
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/**
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* Creates a Bloom filter
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*/
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public BloomFilter() {
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super("BloomFilter");
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}
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||||
|
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/**
|
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* Creates the bloom filter with the specific glow mode
|
||||
* @param glowMode
|
||||
*/
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||||
public BloomFilter(GlowMode glowMode) {
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this();
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this.glowMode = glowMode;
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}
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@Override
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protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
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this.renderManager = renderManager;
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this.viewPort = vp;
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this.assetManager = manager;
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this.initalWidth = w;
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this.initalHeight = h;
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screenWidth = (int) Math.max(1, (w / downSamplingFactor));
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screenHeight = (int) Math.max(1, (h / downSamplingFactor));
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// System.out.println(screenWidth + " " + screenHeight);
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if (glowMode != GlowMode.Scene) {
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preGlowPass = new Pass();
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preGlowPass.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth);
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}
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postRenderPasses = new ArrayList<Pass>();
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//configuring extractPass
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extractMat = new Material(manager, "Common/MatDefs/Post/BloomExtract.j3md");
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extractPass = new Pass() {
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||||
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||||
@Override
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||||
public boolean requiresSceneAsTexture() {
|
||||
return true;
|
||||
}
|
||||
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||||
@Override
|
||||
public void beforeRender() {
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extractMat.setFloat("ExposurePow", exposurePower);
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||||
extractMat.setFloat("ExposureCutoff", exposureCutOff);
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||||
if (glowMode != GlowMode.Scene) {
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extractMat.setTexture("GlowMap", preGlowPass.getRenderedTexture());
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||||
}
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extractMat.setBoolean("Extract", glowMode != GlowMode.Objects);
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||||
}
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||||
};
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||||
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extractPass.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, extractMat);
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postRenderPasses.add(extractPass);
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//configuring horizontal blur pass
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||||
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());
|
||||
}
|
||||
|
||||
|
||||
protected void reInitFilter() {
|
||||
initFilter(assetManager, renderManager, viewPort, initalWidth, initalHeight);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected Material getMaterial() {
|
||||
material.setFloat("BloomIntensity", bloomIntensity);
|
||||
return material;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void postQueue(RenderQueue queue) {
|
||||
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;
|
||||
if (assetManager != null) // dirty isInitialised check
|
||||
reInitFilter();
|
||||
}
|
||||
|
||||
@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);
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user