/* | |
* 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 | |
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* 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; | |
import com.jme3.asset.AssetManager; | |
import com.jme3.export.*; | |
import com.jme3.material.Material; | |
import com.jme3.renderer.Caps; | |
import com.jme3.renderer.RenderManager; | |
import com.jme3.renderer.Renderer; | |
import com.jme3.renderer.ViewPort; | |
import com.jme3.texture.FrameBuffer; | |
import com.jme3.texture.Image.Format; | |
import com.jme3.texture.Texture; | |
import com.jme3.texture.Texture2D; | |
import java.io.IOException; | |
import java.util.Collection; | |
import java.util.Iterator; | |
import java.util.List; | |
/** | |
* Filters are 2D effects applied to the rendered scene.<br> | |
* The filter is fed with the rendered scene image rendered in an offscreen frame buffer.<br> | |
* This texture is applied on a fullscreen quad, with a special material.<br> | |
* This material uses a shader that aplly the desired effect to the scene texture.<br> | |
* <br> | |
* This class is abstract, any Filter must extend it.<br> | |
* Any filter holds a frameBuffer and a texture<br> | |
* The getMaterial must return a Material that use a GLSL shader immplementing the desired effect<br> | |
* | |
* @author Rémy Bouquet aka Nehon | |
*/ | |
public abstract class Filter implements Savable { | |
private String name; | |
protected Pass defaultPass; | |
protected List<Pass> postRenderPasses; | |
protected Material material; | |
protected boolean enabled = true; | |
protected FilterPostProcessor processor; | |
public Filter(String name) { | |
this.name = name; | |
} | |
/** | |
* Inner class Pass | |
* Pass are like filters in filters. | |
* Some filters will need multiple passes before the final render | |
*/ | |
public class Pass { | |
protected FrameBuffer renderFrameBuffer; | |
protected Texture2D renderedTexture; | |
protected Texture2D depthTexture; | |
protected Material passMaterial; | |
/** | |
* init the pass called internally | |
* @param renderer | |
* @param width | |
* @param height | |
* @param textureFormat | |
* @param depthBufferFormat | |
* @param numSamples | |
*/ | |
public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat, int numSamples, boolean renderDepth) { | |
Collection<Caps> caps = renderer.getCaps(); | |
if (numSamples > 1 && caps.contains(Caps.FrameBufferMultisample) && caps.contains(Caps.OpenGL31)) { | |
renderFrameBuffer = new FrameBuffer(width, height, numSamples); | |
renderedTexture = new Texture2D(width, height, numSamples, textureFormat); | |
renderFrameBuffer.setDepthBuffer(depthBufferFormat); | |
if (renderDepth) { | |
depthTexture = new Texture2D(width, height, numSamples, depthBufferFormat); | |
renderFrameBuffer.setDepthTexture(depthTexture); | |
} | |
} else { | |
renderFrameBuffer = new FrameBuffer(width, height, 1); | |
renderedTexture = new Texture2D(width, height, textureFormat); | |
renderFrameBuffer.setDepthBuffer(depthBufferFormat); | |
if (renderDepth) { | |
depthTexture = new Texture2D(width, height, depthBufferFormat); | |
renderFrameBuffer.setDepthTexture(depthTexture); | |
} | |
} | |
renderFrameBuffer.setColorTexture(renderedTexture); | |
} | |
/** | |
* init the pass called internally | |
* @param renderer | |
* @param width | |
* @param height | |
* @param textureFormat | |
* @param depthBufferFormat | |
*/ | |
public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat) { | |
init(renderer, width, height, textureFormat, depthBufferFormat, 1); | |
} | |
public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat, int numSamples) { | |
init(renderer, width, height, textureFormat, depthBufferFormat, numSamples, false); | |
} | |
/** | |
* init the pass called internally | |
* @param renderer | |
* @param width | |
* @param height | |
* @param textureFormat | |
* @param depthBufferFormat | |
* @param numSample | |
* @param material | |
*/ | |
public void init(Renderer renderer, int width, int height, Format textureFormat, Format depthBufferFormat, int numSample, Material material) { | |
init(renderer, width, height, textureFormat, depthBufferFormat, numSample); | |
passMaterial = material; | |
} | |
public boolean requiresSceneAsTexture() { | |
return false; | |
} | |
public boolean requiresDepthAsTexture() { | |
return false; | |
} | |
public void beforeRender() { | |
} | |
public FrameBuffer getRenderFrameBuffer() { | |
return renderFrameBuffer; | |
} | |
public void setRenderFrameBuffer(FrameBuffer renderFrameBuffer) { | |
this.renderFrameBuffer = renderFrameBuffer; | |
} | |
public Texture2D getDepthTexture() { | |
return depthTexture; | |
} | |
public Texture2D getRenderedTexture() { | |
return renderedTexture; | |
} | |
public void setRenderedTexture(Texture2D renderedTexture) { | |
this.renderedTexture = renderedTexture; | |
} | |
public Material getPassMaterial() { | |
return passMaterial; | |
} | |
public void setPassMaterial(Material passMaterial) { | |
this.passMaterial = passMaterial; | |
} | |
public void cleanup(Renderer r) { | |
} | |
} | |
/** | |
* returns the default pass texture format | |
* @return | |
*/ | |
protected Format getDefaultPassTextureFormat() { | |
return Format.RGBA8; | |
} | |
/** | |
* returns the default pass depth format | |
* @return | |
*/ | |
protected Format getDefaultPassDepthFormat() { | |
return Format.Depth; | |
} | |
/** | |
* contruct a Filter | |
*/ | |
protected Filter() { | |
this("filter"); | |
} | |
/** | |
* | |
* initialize this filter | |
* use InitFilter for overriding filter initialization | |
* @param manager the assetManager | |
* @param renderManager the renderManager | |
* @param vp the viewport | |
* @param w the width | |
* @param h the height | |
*/ | |
protected final void init(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) { | |
// cleanup(renderManager.getRenderer()); | |
defaultPass = new Pass(); | |
defaultPass.init(renderManager.getRenderer(), w, h, getDefaultPassTextureFormat(), getDefaultPassDepthFormat()); | |
initFilter(manager, renderManager, vp, w, h); | |
} | |
/** | |
* cleanup this filter | |
* @param r | |
*/ | |
protected final void cleanup(Renderer r) { | |
processor = null; | |
if (defaultPass != null) { | |
defaultPass.cleanup(r); | |
} | |
if (postRenderPasses != null) { | |
for (Iterator<Pass> it = postRenderPasses.iterator(); it.hasNext();) { | |
Pass pass = it.next(); | |
pass.cleanup(r); | |
} | |
} | |
cleanUpFilter(r); | |
} | |
/** | |
* Initialization of sub classes filters | |
* This method is called once when the filter is added to the FilterPostProcessor | |
* It should contain Material initializations and extra passes initialization | |
* @param manager the assetManager | |
* @param renderManager the renderManager | |
* @param vp the viewPort where this filter is rendered | |
* @param w the width of the filter | |
* @param h the height of the filter | |
*/ | |
protected abstract void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h); | |
/** | |
* override this method if you have some cleanup to do | |
* @param r the renderer | |
*/ | |
protected void cleanUpFilter(Renderer r) { | |
} | |
/** | |
* Must return the material used for this filter. | |
* this method is called every frame. | |
* | |
* @return the material used for this filter. | |
*/ | |
protected abstract Material getMaterial(); | |
/** | |
* Override if you want to do something special with the depth texture; | |
* @param depthTexture | |
*/ | |
protected void setDepthTexture(Texture depthTexture){ | |
getMaterial().setTexture("DepthTexture", depthTexture); | |
} | |
/** | |
* Override this method if you want to make a pre pass, before the actual rendering of the frame | |
* @param renderManager | |
* @param viewPort | |
*/ | |
protected void postQueue(RenderManager renderManager, ViewPort viewPort) { | |
} | |
/** | |
* Override this method if you want to modify parameters according to tpf before the rendering of the frame. | |
* This is usefull for animated filters | |
* Also it can be the place to render pre passes | |
* @param tpf the time used to render the previous frame | |
*/ | |
protected void preFrame(float tpf) { | |
} | |
/** | |
* Override this method if you want to make a pass just after the frame has been rendered and just before the filter rendering | |
* @param renderManager | |
* @param viewPort | |
* @param prevFilterBuffer | |
* @param sceneBuffer | |
*/ | |
protected void postFrame(RenderManager renderManager, ViewPort viewPort, FrameBuffer prevFilterBuffer, FrameBuffer sceneBuffer) { | |
} | |
/** | |
* Override this method if you want to save extra properties when the filter is saved else only basic properties of the filter will be saved | |
* This method should always begin by super.write(ex); | |
* @param ex | |
* @throws IOException | |
*/ | |
public void write(JmeExporter ex) throws IOException { | |
OutputCapsule oc = ex.getCapsule(this); | |
oc.write(name, "name", ""); | |
oc.write(enabled, "enabled", true); | |
} | |
/** | |
* Override this method if you want to load extra properties when the filter | |
* is loaded else only basic properties of the filter will be loaded | |
* This method should always begin by super.read(im); | |
*/ | |
public void read(JmeImporter im) throws IOException { | |
InputCapsule ic = im.getCapsule(this); | |
name = ic.readString("name", ""); | |
enabled = ic.readBoolean("enabled", true); | |
} | |
/** | |
* returns the name of the filter | |
* @return | |
*/ | |
public String getName() { | |
return name; | |
} | |
/** | |
* Sets the name of the filter | |
* @param name | |
*/ | |
public void setName(String name) { | |
this.name = name; | |
} | |
/** | |
* returns the default pass frame buffer | |
* @return | |
*/ | |
protected FrameBuffer getRenderFrameBuffer() { | |
return defaultPass.renderFrameBuffer; | |
} | |
/** | |
* sets the default pas frame buffer | |
* @param renderFrameBuffer | |
*/ | |
protected void setRenderFrameBuffer(FrameBuffer renderFrameBuffer) { | |
this.defaultPass.renderFrameBuffer = renderFrameBuffer; | |
} | |
/** | |
* returns the rendered texture of this filter | |
* @return | |
*/ | |
protected Texture2D getRenderedTexture() { | |
return defaultPass.renderedTexture; | |
} | |
/** | |
* sets the rendered texture of this filter | |
* @param renderedTexture | |
*/ | |
protected void setRenderedTexture(Texture2D renderedTexture) { | |
this.defaultPass.renderedTexture = renderedTexture; | |
} | |
/** | |
* Override this method and return true if your Filter needs the depth texture | |
* | |
* @return true if your Filter need the depth texture | |
*/ | |
protected boolean isRequiresDepthTexture() { | |
return false; | |
} | |
/** | |
* Override this method and return false if your Filter does not need the scene texture | |
* | |
* @return false if your Filter does not need the scene texture | |
*/ | |
protected boolean isRequiresSceneTexture() { | |
return true; | |
} | |
/** | |
* returns the list of the postRender passes | |
* @return | |
*/ | |
protected List<Pass> getPostRenderPasses() { | |
return postRenderPasses; | |
} | |
/** | |
* Enable or disable this filter | |
* @param enabled true to enable | |
*/ | |
public void setEnabled(boolean enabled) { | |
if (processor != null) { | |
processor.setFilterState(this, enabled); | |
} else { | |
this.enabled = enabled; | |
} | |
} | |
/** | |
* returns ttrue if the filter is enabled | |
* @return enabled | |
*/ | |
public boolean isEnabled() { | |
return enabled; | |
} | |
/** | |
* sets a reference to the FilterPostProcessor ti which this filter is attached | |
* @param proc | |
*/ | |
protected void setProcessor(FilterPostProcessor proc) { | |
processor = proc; | |
} | |
} |