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/*
* 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.material.Material;
import com.jme3.post.Filter;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
/**
* A Post Processing filter to change colors appear with sharp edges as if the
* available amount of colors available was not enough to draw the true image.
* Possibly useful in cartoon styled games. Use the strength variable to lessen
* influence of this filter on the total result. Values from 0.2 to 0.7 appear
* to give nice results.
*
* Based on an article from Geeks3D:
* <a href="http://www.geeks3d.com/20091027/shader-library-posterization-post-processing-effect-glsl/" rel="nofollow">http://www.geeks3d.com/20091027/shader-library-posterization-post-processing-effect-glsl/</a>
*
* @author: Roy Straver a.k.a. Baal Garnaal
*/
public class PosterizationFilter extends Filter {
private int numColors = 8;
private float gamma = 0.6f;
private float strength = 1.0f;
/**
* Creates a posterization Filter
*/
public PosterizationFilter() {
super("PosterizationFilter");
}
/**
* Creates a posterization Filter with the given number of colors
* @param numColors
*/
public PosterizationFilter(int numColors) {
this();
this.numColors = numColors;
}
/**
* Creates a posterization Filter with the given number of colors and gamma
* @param numColors
* @param gamma
*/
public PosterizationFilter(int numColors, float gamma) {
this(numColors);
this.gamma = gamma;
}
@Override
protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
material = new Material(manager, "Common/MatDefs/Post/Posterization.j3md");
material.setInt("NumColors", numColors);
material.setFloat("Gamma", gamma);
material.setFloat("Strength", strength);
}
@Override
protected Material getMaterial() {
return material;
}
/**
* Sets number of color levels used to draw the screen
*/
public void setNumColors(int numColors) {
this.numColors = numColors;
if (material != null) {
material.setInt("NumColors", numColors);
}
}
/**
* Sets gamma level used to enhange visual quality
*/
public void setGamma(float gamma) {
this.gamma = gamma;
if (material != null) {
material.setFloat("Gamma", gamma);
}
}
/**
* Sets urrent strength value, i.e. influence on final image
*/
public void setStrength(float strength) {
this.strength = strength;
if (material != null) {
material.setFloat("Strength", strength);
}
}
/**
* Returns number of color levels used
*/
public int getNumColors() {
return numColors;
}
/**
* Returns current gamma value
*/
public float getGamma() {
return gamma;
}
/**
* Returns current strength value, i.e. influence on final image
*/
public float getStrength() {
return strength;
}
}