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-a2c5-0572b91ccdcaexperimental
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/* |
/* |
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* Copyright (c) 2009-2012 jMonkeyEngine |
* Copyright (c) 2009-2012 jMonkeyEngine |
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* All rights reserved. |
* All rights reserved. |
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* |
* |
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* Redistribution and use in source and binary forms, with or without |
* Redistribution and use in source and binary forms, with or without |
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* modification, are permitted provided that the following conditions are |
* modification, are permitted provided that the following conditions are |
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* met: |
* met: |
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* |
* |
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* * Redistributions of source code must retain the above copyright |
* * Redistributions of source code must retain the above copyright |
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* notice, this list of conditions and the following disclaimer. |
* 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 |
* * Redistributions in binary form must reproduce the above copyright |
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* notice, this list of conditions and the following disclaimer in the |
* notice, this list of conditions and the following disclaimer in the |
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* documentation and/or other materials provided with the distribution. |
* 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 |
* * 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 |
* may be used to endorse or promote products derived from this software |
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* without specific prior written permission. |
* without specific prior written permission. |
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* |
* |
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
* 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 |
* "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 |
* 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 |
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
* 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 |
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF |
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING |
* 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 |
* 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. |
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*/ |
*/ |
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package com.jme3.post.filters; |
package com.jme3.post.filters; |
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|
|
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import com.jme3.asset.AssetManager; |
import com.jme3.asset.AssetManager; |
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import com.jme3.export.InputCapsule; |
import com.jme3.export.InputCapsule; |
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import com.jme3.export.JmeExporter; |
import com.jme3.export.JmeExporter; |
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import com.jme3.export.JmeImporter; |
import com.jme3.export.JmeImporter; |
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import com.jme3.export.OutputCapsule; |
import com.jme3.export.OutputCapsule; |
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import com.jme3.material.Material; |
import com.jme3.material.Material; |
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import com.jme3.math.ColorRGBA; |
import com.jme3.math.ColorRGBA; |
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import com.jme3.post.Filter; |
import com.jme3.post.Filter; |
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import com.jme3.renderer.RenderManager; |
import com.jme3.renderer.RenderManager; |
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import com.jme3.renderer.ViewPort; |
import com.jme3.renderer.ViewPort; |
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import com.jme3.renderer.queue.RenderQueue; |
import com.jme3.renderer.queue.RenderQueue; |
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import com.jme3.texture.Image.Format; |
import com.jme3.texture.Image.Format; |
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import java.io.IOException; |
import java.io.IOException; |
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import java.util.ArrayList; |
import java.util.ArrayList; |
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|
|
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/** |
/** |
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* BloomFilter is used to make objects in the scene have a glow effect.<br> |
* 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> |
* 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> |
* 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> |
* 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 |
* @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 |
* @author Rémy Bouquet aka Nehon |
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*/ |
*/ |
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public class BloomFilter extends Filter { |
public class BloomFilter extends Filter { |
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|
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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 |
* 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 { |
public enum GlowMode { |
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|
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/** |
/** |
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* Apply bloom filter to bright areas in the scene. |
* Apply bloom filter to bright areas in the scene. |
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*/ |
*/ |
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Scene, |
Scene, |
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/** |
/** |
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* Apply bloom only to objects that have a glow map or a glow color. |
* Apply bloom only to objects that have a glow map or a glow color. |
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*/ |
*/ |
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Objects, |
Objects, |
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/** |
/** |
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* Apply bloom to both bright parts of the scene and objects with glow map. |
* Apply bloom to both bright parts of the scene and objects with glow map. |
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*/ |
*/ |
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SceneAndObjects; |
SceneAndObjects; |
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} |
} |
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private GlowMode glowMode = GlowMode.Scene; |
private GlowMode glowMode = GlowMode.Scene; |
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//Bloom parameters
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//Bloom parameters
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private float blurScale = 1.5f; |
private float blurScale = 1.5f; |
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private float exposurePower = 5.0f; |
private float exposurePower = 5.0f; |
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private float exposureCutOff = 0.0f; |
private float exposureCutOff = 0.0f; |
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private float bloomIntensity = 2.0f; |
private float bloomIntensity = 2.0f; |
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private float downSamplingFactor = 1; |
private float downSamplingFactor = 1; |
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private Pass preGlowPass; |
private Pass preGlowPass; |
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private Pass extractPass; |
private Pass extractPass; |
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private Pass horizontalBlur = new Pass(); |
private Pass horizontalBlur = new Pass(); |
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private Pass verticalalBlur = new Pass(); |
private Pass verticalalBlur = new Pass(); |
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private Material extractMat; |
private Material extractMat; |
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private Material vBlurMat; |
private Material vBlurMat; |
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private Material hBlurMat; |
private Material hBlurMat; |
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private int screenWidth; |
private int screenWidth; |
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private int screenHeight; |
private int screenHeight; |
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private RenderManager renderManager; |
private RenderManager renderManager; |
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private ViewPort viewPort; |
private ViewPort viewPort; |
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/** |
private AssetManager assetManager; |
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* Creates a Bloom filter |
private int initalWidth; |
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*/ |
private int initalHeight; |
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public BloomFilter() { |
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super("BloomFilter"); |
/** |
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} |
* Creates a Bloom filter |
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*/ |
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/** |
public BloomFilter() { |
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* Creates the bloom filter with the specific glow mode |
super("BloomFilter"); |
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* @param glowMode |
} |
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*/ |
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public BloomFilter(GlowMode glowMode) { |
/** |
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this(); |
* Creates the bloom filter with the specific glow mode |
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this.glowMode = glowMode; |
* @param glowMode |
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} |
*/ |
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public BloomFilter(GlowMode glowMode) { |
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@Override |
this(); |
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protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) { |
this.glowMode = glowMode; |
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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)); |
@Override |
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screenHeight = (int) Math.max(1, (h / downSamplingFactor)); |
protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) { |
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// System.out.println(screenWidth + " " + screenHeight);
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this.renderManager = renderManager; |
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if (glowMode != GlowMode.Scene) { |
this.viewPort = vp; |
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preGlowPass = new Pass(); |
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preGlowPass.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth); |
this.assetManager = manager; |
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} |
this.initalWidth = w; |
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this.initalHeight = h; |
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postRenderPasses = new ArrayList<Pass>(); |
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//configuring extractPass
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screenWidth = (int) Math.max(1, (w / downSamplingFactor)); |
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extractMat = new Material(manager, "Common/MatDefs/Post/BloomExtract.j3md"); |
screenHeight = (int) Math.max(1, (h / downSamplingFactor)); |
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extractPass = new Pass() { |
// System.out.println(screenWidth + " " + screenHeight);
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if (glowMode != GlowMode.Scene) { |
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@Override |
preGlowPass = new Pass(); |
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public boolean requiresSceneAsTexture() { |
preGlowPass.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth); |
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return true; |
} |
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} |
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postRenderPasses = new ArrayList<Pass>(); |
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@Override |
//configuring extractPass
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public void beforeRender() { |
extractMat = new Material(manager, "Common/MatDefs/Post/BloomExtract.j3md"); |
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extractMat.setFloat("ExposurePow", exposurePower); |
extractPass = new Pass() { |
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extractMat.setFloat("ExposureCutoff", exposureCutOff); |
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if (glowMode != GlowMode.Scene) { |
@Override |
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extractMat.setTexture("GlowMap", preGlowPass.getRenderedTexture()); |
public boolean requiresSceneAsTexture() { |
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} |
return true; |
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extractMat.setBoolean("Extract", glowMode != GlowMode.Objects); |
} |
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} |
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}; |
@Override |
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public void beforeRender() { |
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extractPass.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, extractMat); |
extractMat.setFloat("ExposurePow", exposurePower); |
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postRenderPasses.add(extractPass); |
extractMat.setFloat("ExposureCutoff", exposureCutOff); |
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if (glowMode != GlowMode.Scene) { |
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//configuring horizontal blur pass
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extractMat.setTexture("GlowMap", preGlowPass.getRenderedTexture()); |
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hBlurMat = new Material(manager, "Common/MatDefs/Blur/HGaussianBlur.j3md"); |
} |
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horizontalBlur = new Pass() { |
extractMat.setBoolean("Extract", glowMode != GlowMode.Objects); |
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} |
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@Override |
}; |
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public void beforeRender() { |
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hBlurMat.setTexture("Texture", extractPass.getRenderedTexture()); |
extractPass.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, extractMat); |
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hBlurMat.setFloat("Size", screenWidth); |
postRenderPasses.add(extractPass); |
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hBlurMat.setFloat("Scale", blurScale); |
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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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horizontalBlur.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, hBlurMat); |
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postRenderPasses.add(horizontalBlur); |
@Override |
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public void beforeRender() { |
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//configuring vertical blur pass
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hBlurMat.setTexture("Texture", extractPass.getRenderedTexture()); |
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vBlurMat = new Material(manager, "Common/MatDefs/Blur/VGaussianBlur.j3md"); |
hBlurMat.setFloat("Size", screenWidth); |
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verticalalBlur = new Pass() { |
hBlurMat.setFloat("Scale", blurScale); |
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} |
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@Override |
}; |
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public void beforeRender() { |
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vBlurMat.setTexture("Texture", horizontalBlur.getRenderedTexture()); |
horizontalBlur.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, hBlurMat); |
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vBlurMat.setFloat("Size", screenHeight); |
postRenderPasses.add(horizontalBlur); |
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vBlurMat.setFloat("Scale", blurScale); |
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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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verticalalBlur.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, vBlurMat); |
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postRenderPasses.add(verticalalBlur); |
@Override |
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public void beforeRender() { |
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vBlurMat.setTexture("Texture", horizontalBlur.getRenderedTexture()); |
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//final material
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vBlurMat.setFloat("Size", screenHeight); |
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material = new Material(manager, "Common/MatDefs/Post/BloomFinal.j3md"); |
vBlurMat.setFloat("Scale", blurScale); |
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material.setTexture("BloomTex", verticalalBlur.getRenderedTexture()); |
} |
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} |
}; |
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verticalalBlur.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, vBlurMat); |
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@Override |
postRenderPasses.add(verticalalBlur); |
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protected Material getMaterial() { |
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material.setFloat("BloomIntensity", bloomIntensity); |
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return material; |
//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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@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); |
protected void reInitFilter() { |
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renderManager.getRenderer().setFrameBuffer(preGlowPass.getRenderFrameBuffer()); |
initFilter(assetManager, renderManager, viewPort, initalWidth, initalHeight); |
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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); |
@Override |
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renderManager.setForcedTechnique(null); |
protected Material getMaterial() { |
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renderManager.getRenderer().setFrameBuffer(viewPort.getOutputFrameBuffer()); |
material.setFloat("BloomIntensity", bloomIntensity); |
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} |
return material; |
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} |
} |
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/** |
@Override |
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* returns the bloom intensity |
protected void postQueue(RenderQueue queue) { |
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* @return |
if (glowMode != GlowMode.Scene) { |
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*/ |
renderManager.getRenderer().setBackgroundColor(ColorRGBA.BlackNoAlpha); |
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public float getBloomIntensity() { |
renderManager.getRenderer().setFrameBuffer(preGlowPass.getRenderFrameBuffer()); |
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return bloomIntensity; |
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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* intensity of the bloom effect default is 2.0 |
renderManager.getRenderer().setFrameBuffer(viewPort.getOutputFrameBuffer()); |
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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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} |
* returns the bloom intensity |
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* @return |
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/** |
*/ |
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* returns the blur scale |
public float getBloomIntensity() { |
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* @return |
return bloomIntensity; |
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*/ |
} |
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public float getBlurScale() { |
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return blurScale; |
/** |
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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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* sets The spread of the bloom default is 1.5f |
public void setBloomIntensity(float bloomIntensity) { |
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* @param blurScale |
this.bloomIntensity = bloomIntensity; |
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*/ |
} |
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public void setBlurScale(float blurScale) { |
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this.blurScale = blurScale; |
/** |
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} |
* returns the blur scale |
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* @return |
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/** |
*/ |
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* returns the exposure cutoff<br> |
public float getBlurScale() { |
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* for more details see {@link #setExposureCutOff(float exposureCutOff)} |
return blurScale; |
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* @return |
} |
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*/ |
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public float getExposureCutOff() { |
/** |
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return exposureCutOff; |
* 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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* Define the color threshold on which the bloom will be applied (0.0 to 1.0) |
this.blurScale = blurScale; |
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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; |
* 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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* returns the exposure power<br> |
public float getExposureCutOff() { |
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* form more details see {@link #setExposurePower(float exposurePower)} |
return exposureCutOff; |
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* @return |
} |
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*/ |
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public float getExposurePower() { |
/** |
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return exposurePower; |
* 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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* defines how many time the bloom extracted color will be multiplied by itself. default id 5.0<br> |
this.exposureCutOff = exposureCutOff; |
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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) { |
* returns the exposure power<br> |
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this.exposurePower = exposurePower; |
* 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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* returns the downSampling factor<br> |
return exposurePower; |
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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() { |
* defines how many time the bloom extracted color will be multiplied by itself. default id 5.0<br> |
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return downSamplingFactor; |
* 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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* Sets the downSampling factor : the size of the computed texture will be divided by this factor. default is 1 for no downsampling |
this.exposurePower = exposurePower; |
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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) { |
* returns the downSampling factor<br> |
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this.downSamplingFactor = downSamplingFactor; |
* form more details see {@link #setDownSamplingFactor(float downSamplingFactor)} |
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} |
* @return |
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*/ |
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@Override |
public float getDownSamplingFactor() { |
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public void write(JmeExporter ex) throws IOException { |
return downSamplingFactor; |
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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); |
* 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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oc.write(exposurePower, "exposurePower", 5.0f); |
* A 2 value is a good way of widening the blur |
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oc.write(exposureCutOff, "exposureCutOff", 0.0f); |
* @param downSamplingFactor |
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oc.write(bloomIntensity, "bloomIntensity", 2.0f); |
*/ |
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oc.write(downSamplingFactor, "downSamplingFactor", 1); |
public void setDownSamplingFactor(float downSamplingFactor) { |
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} |
this.downSamplingFactor = downSamplingFactor; |
||||||
|
if (assetManager != null) // dirty isInitialised check
|
||||||
@Override |
reInitFilter(); |
||||||
public void read(JmeImporter im) throws IOException { |
} |
||||||
super.read(im); |
|
||||||
InputCapsule ic = im.getCapsule(this); |
@Override |
||||||
glowMode = ic.readEnum("glowMode", GlowMode.class, GlowMode.Scene); |
public void write(JmeExporter ex) throws IOException { |
||||||
blurScale = ic.readFloat("blurScale", 1.5f); |
super.write(ex); |
||||||
exposurePower = ic.readFloat("exposurePower", 5.0f); |
OutputCapsule oc = ex.getCapsule(this); |
||||||
exposureCutOff = ic.readFloat("exposureCutOff", 0.0f); |
oc.write(glowMode, "glowMode", GlowMode.Scene); |
||||||
bloomIntensity = ic.readFloat("bloomIntensity", 2.0f); |
oc.write(blurScale, "blurScale", 1.5f); |
||||||
downSamplingFactor = ic.readFloat("downSamplingFactor", 1); |
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…
Reference in new issue