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package com.jme3.post.filters;
import com.jme3.asset.AssetManager;
import com.jme3.effect.ParticleEmitter;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.post.Filter;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.Renderer;
import com.jme3.renderer.ViewPort;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.texture.FrameBuffer;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture2D;
import java.util.logging.Level;
import java.util.logging.Logger;
/**
* A filter to handle translucent objects when rendering a scene with filters that uses depth like WaterFilter and SSAOFilter
* just create a TranslucentBucketFilter and add it to the Filter list of a FilterPostPorcessor
* @author Nehon
*/
public final class TranslucentBucketFilter extends Filter {
private final static Logger logger = Logger.getLogger(TranslucentBucketFilter.class.getName());
private RenderManager renderManager;
private boolean enabledSoftParticles = false;
private Texture depthTexture;
private ViewPort viewPort;
public TranslucentBucketFilter() {
super("TranslucentBucketFilter");
}
public TranslucentBucketFilter(boolean enabledSoftParticles) {
this();
this.enabledSoftParticles = enabledSoftParticles;
}
@Override
protected void initFilter(AssetManager manager, RenderManager rm, ViewPort vp, int w, int h) {
this.renderManager = rm;
this.viewPort = vp;
material = new Material(manager, "Common/MatDefs/Post/Overlay.j3md");
material.setColor("Color", ColorRGBA.White);
Texture2D tex = processor.getFilterTexture();
material.setTexture("Texture", tex);
if (tex.getImage().getMultiSamples() > 1) {
material.setInt("NumSamples", tex.getImage().getMultiSamples());
} else {
material.clearParam("NumSamples");
}
renderManager.setHandleTranslucentBucket(false);
if (enabledSoftParticles && depthTexture != null) {
initSoftParticles(vp, true);
}
}
private void initSoftParticles(ViewPort vp, boolean enabledSP) {
if (depthTexture != null) {
for (Spatial scene : vp.getScenes()) {
makeSoftParticleEmitter(scene, enabledSP && enabled);
}
}
}
@Override
protected void setDepthTexture(Texture depthTexture) {
this.depthTexture = depthTexture;
if (enabledSoftParticles && depthTexture != null) {
initSoftParticles(viewPort, true);
}
}
/**
* Override this method and return false if your Filter does not need the scene texture
* @return
*/
@Override
protected boolean isRequiresSceneTexture() {
return false;
}
@Override
protected boolean isRequiresDepthTexture() {
return enabledSoftParticles;
}
@Override
protected void postFrame(RenderManager renderManager, ViewPort viewPort, FrameBuffer prevFilterBuffer, FrameBuffer sceneBuffer) {
renderManager.setCamera(viewPort.getCamera(), false);
if (prevFilterBuffer != sceneBuffer) {
renderManager.getRenderer().copyFrameBuffer(prevFilterBuffer, sceneBuffer, false);
}
renderManager.getRenderer().setFrameBuffer(sceneBuffer);
viewPort.getQueue().renderQueue(RenderQueue.Bucket.Translucent, renderManager, viewPort.getCamera());
}
@Override
protected void cleanUpFilter(Renderer r) {
if (renderManager != null) {
renderManager.setHandleTranslucentBucket(true);
}
initSoftParticles(viewPort, false);
}
@Override
protected Material getMaterial() {
return material;
}
@Override
public void setEnabled(boolean enabled) {
super.setEnabled(enabled);
if (renderManager != null) {
renderManager.setHandleTranslucentBucket(!enabled);
}
initSoftParticles(viewPort, enabledSoftParticles);
}
private void makeSoftParticleEmitter(Spatial scene, boolean enabled) {
if (scene instanceof Node) {
Node n = (Node) scene;
for (Spatial child : n.getChildren()) {
makeSoftParticleEmitter(child, enabled);
}
}
if (scene instanceof ParticleEmitter) {
ParticleEmitter emitter = (ParticleEmitter) scene;
if (enabled) {
enabledSoftParticles = enabled;
emitter.getMaterial().selectTechnique("SoftParticles", renderManager);
emitter.getMaterial().setTexture("DepthTexture", processor.getDepthTexture());
emitter.setQueueBucket(RenderQueue.Bucket.Translucent);
logger.log(Level.INFO, "Made particle Emitter {0} soft.", emitter.getName());
} else {
emitter.getMaterial().clearParam("DepthTexture");
emitter.getMaterial().selectTechnique("Default", renderManager);
// emitter.setQueueBucket(RenderQueue.Bucket.Transparent);
logger.log(Level.INFO, "Particle Emitter {0} is not soft anymore.", emitter.getName());
}
}
}
}