| /* |
| * 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; |
| } |
| } |