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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;
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;
}
}