blob: 770e7f4488a19ea872643e2fd800878416046320 [file] [log] [blame]
/*
* Copyright (c) 2009-2010 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.post.filters;
import com.jme3.asset.AssetManager;
import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.OutputCapsule;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.post.Filter;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.texture.Image.Format;
import java.io.IOException;
import java.util.ArrayList;
/**
* BloomFilter is used to make objects in the scene have a glow effect.<br>
* There are 2 mode : Scene and Objects.<br>
* Scene mode extracts the bright parts of the scene to make them glow<br>
* Object mode make objects glow according to their material's glowMap or their GlowColor<br>
* @see <a href="http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:bloom_and_glow">advanced:bloom_and_glow</a> for more details
*
* @author Rémy Bouquet aka Nehon
*/
public class BloomFilter extends Filter {
/**
* GlowMode specifies if the glow will be applied to the whole scene,or to objects that have aglow color or a glow map
*/
public enum GlowMode {
/**
* Apply bloom filter to bright areas in the scene.
*/
Scene,
/**
* Apply bloom only to objects that have a glow map or a glow color.
*/
Objects,
/**
* Apply bloom to both bright parts of the scene and objects with glow map.
*/
SceneAndObjects;
}
private GlowMode glowMode = GlowMode.Scene;
//Bloom parameters
private float blurScale = 1.5f;
private float exposurePower = 5.0f;
private float exposureCutOff = 0.0f;
private float bloomIntensity = 2.0f;
private float downSamplingFactor = 1;
private Pass preGlowPass;
private Pass extractPass;
private Pass horizontalBlur = new Pass();
private Pass verticalalBlur = new Pass();
private Material extractMat;
private Material vBlurMat;
private Material hBlurMat;
private int screenWidth;
private int screenHeight;
/**
* Creates a Bloom filter
*/
public BloomFilter() {
super("BloomFilter");
}
/**
* Creates the bloom filter with the specific glow mode
* @param glowMode
*/
public BloomFilter(GlowMode glowMode) {
this();
this.glowMode = glowMode;
}
@Override
protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
screenWidth = (int) Math.max(1, (w / downSamplingFactor));
screenHeight = (int) Math.max(1, (h / downSamplingFactor));
// System.out.println(screenWidth + " " + screenHeight);
if (glowMode != GlowMode.Scene) {
preGlowPass = new Pass();
preGlowPass.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth);
}
postRenderPasses = new ArrayList<Pass>();
//configuring extractPass
extractMat = new Material(manager, "Common/MatDefs/Post/BloomExtract.j3md");
extractPass = new Pass() {
@Override
public boolean requiresSceneAsTexture() {
return true;
}
@Override
public void beforeRender() {
extractMat.setFloat("ExposurePow", exposurePower);
extractMat.setFloat("ExposureCutoff", exposureCutOff);
if (glowMode != GlowMode.Scene) {
extractMat.setTexture("GlowMap", preGlowPass.getRenderedTexture());
}
extractMat.setBoolean("Extract", glowMode != GlowMode.Objects);
}
};
extractPass.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, extractMat);
postRenderPasses.add(extractPass);
//configuring horizontal blur pass
hBlurMat = new Material(manager, "Common/MatDefs/Blur/HGaussianBlur.j3md");
horizontalBlur = new Pass() {
@Override
public void beforeRender() {
hBlurMat.setTexture("Texture", extractPass.getRenderedTexture());
hBlurMat.setFloat("Size", screenWidth);
hBlurMat.setFloat("Scale", blurScale);
}
};
horizontalBlur.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, hBlurMat);
postRenderPasses.add(horizontalBlur);
//configuring vertical blur pass
vBlurMat = new Material(manager, "Common/MatDefs/Blur/VGaussianBlur.j3md");
verticalalBlur = new Pass() {
@Override
public void beforeRender() {
vBlurMat.setTexture("Texture", horizontalBlur.getRenderedTexture());
vBlurMat.setFloat("Size", screenHeight);
vBlurMat.setFloat("Scale", blurScale);
}
};
verticalalBlur.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, vBlurMat);
postRenderPasses.add(verticalalBlur);
//final material
material = new Material(manager, "Common/MatDefs/Post/BloomFinal.j3md");
material.setTexture("BloomTex", verticalalBlur.getRenderedTexture());
}
@Override
protected Material getMaterial() {
material.setFloat("BloomIntensity", bloomIntensity);
return material;
}
@Override
protected void postQueue(RenderManager renderManager, ViewPort viewPort) {
if (glowMode != GlowMode.Scene) {
renderManager.getRenderer().setBackgroundColor(ColorRGBA.BlackNoAlpha);
renderManager.getRenderer().setFrameBuffer(preGlowPass.getRenderFrameBuffer());
renderManager.getRenderer().clearBuffers(true, true, true);
renderManager.setForcedTechnique("Glow");
renderManager.renderViewPortQueues(viewPort, false);
renderManager.setForcedTechnique(null);
renderManager.getRenderer().setFrameBuffer(viewPort.getOutputFrameBuffer());
}
}
/**
* returns the bloom intensity
* @return
*/
public float getBloomIntensity() {
return bloomIntensity;
}
/**
* intensity of the bloom effect default is 2.0
* @param bloomIntensity
*/
public void setBloomIntensity(float bloomIntensity) {
this.bloomIntensity = bloomIntensity;
}
/**
* returns the blur scale
* @return
*/
public float getBlurScale() {
return blurScale;
}
/**
* sets The spread of the bloom default is 1.5f
* @param blurScale
*/
public void setBlurScale(float blurScale) {
this.blurScale = blurScale;
}
/**
* returns the exposure cutoff<br>
* for more details see {@link setExposureCutOff(float exposureCutOff)}
* @return
*/
public float getExposureCutOff() {
return exposureCutOff;
}
/**
* Define the color threshold on which the bloom will be applied (0.0 to 1.0)
* @param exposureCutOff
*/
public void setExposureCutOff(float exposureCutOff) {
this.exposureCutOff = exposureCutOff;
}
/**
* returns the exposure power<br>
* form more details see {@link setExposurePower(float exposurePower)}
* @return
*/
public float getExposurePower() {
return exposurePower;
}
/**
* defines how many time the bloom extracted color will be multiplied by itself. default id 5.0<br>
* a high value will reduce rough edges in the bloom and somhow the range of the bloom area *
* @param exposurePower
*/
public void setExposurePower(float exposurePower) {
this.exposurePower = exposurePower;
}
/**
* returns the downSampling factor<br>
* form more details see {@link setDownSamplingFactor(float downSamplingFactor)}
* @return
*/
public float getDownSamplingFactor() {
return downSamplingFactor;
}
/**
* Sets the downSampling factor : the size of the computed texture will be divided by this factor. default is 1 for no downsampling
* A 2 value is a good way of widening the blur
* @param downSamplingFactor
*/
public void setDownSamplingFactor(float downSamplingFactor) {
this.downSamplingFactor = downSamplingFactor;
}
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule oc = ex.getCapsule(this);
oc.write(glowMode, "glowMode", GlowMode.Scene);
oc.write(blurScale, "blurScale", 1.5f);
oc.write(exposurePower, "exposurePower", 5.0f);
oc.write(exposureCutOff, "exposureCutOff", 0.0f);
oc.write(bloomIntensity, "bloomIntensity", 2.0f);
oc.write(downSamplingFactor, "downSamplingFactor", 1);
}
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule ic = im.getCapsule(this);
glowMode = ic.readEnum("glowMode", GlowMode.class, GlowMode.Scene);
blurScale = ic.readFloat("blurScale", 1.5f);
exposurePower = ic.readFloat("exposurePower", 5.0f);
exposureCutOff = ic.readFloat("exposureCutOff", 0.0f);
bloomIntensity = ic.readFloat("bloomIntensity", 2.0f);
downSamplingFactor = ic.readFloat("downSamplingFactor", 1);
}
}