/* * Copyright (c) 2009-2012 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 href="http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/" rel="nofollow">http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-<span class="domtooltips" title="OpenGL (Open Graphics Library) is a standard specification defining a cross-language, cross-platform API for writing applications that produce 2D and 3D computer graphics." id="domtooltipsspan11">opengl</span>-test-radeon-geforce/3/</a> * <a href="http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf" rel="nofollow">http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf</a> * * @author Phate666 (adapted to jme3) * */ public class FXAAFilter extends Filter { private float subPixelShift = 1.0f / 4.0f; private float vxOffset = 0.0f; private float spanMax = 8.0f; private float reduceMul = 1.0f / 8.0f; public FXAAFilter() { super("FXAAFilter"); } @Override protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) { material = new Material(manager, "Common/MatDefs/Post/FXAA.j3md"); material.setFloat("SubPixelShift", subPixelShift); material.setFloat("VxOffset", vxOffset); material.setFloat("SpanMax", spanMax); material.setFloat("ReduceMul", reduceMul); } @Override protected Material getMaterial() { return material; } @Override protected boolean isRequiresBilinear() { // FXAA wants the input texture to be filtered. return true; } public void setSpanMax(float spanMax) { this.spanMax = spanMax; if (material != null) { material.setFloat("SpanMax", this.spanMax); } } /** * set to 0.0f for higher quality * * @param subPixelShift */ public void setSubPixelShift(float subPixelShift) { this.subPixelShift = subPixelShift; if (material != null) { material.setFloat("SubPixelShift", this.subPixelShift); } } /** * set to 0.0f for higher quality * * @param reduceMul */ public void setReduceMul(float reduceMul) { this.reduceMul = reduceMul; if (material != null) { material.setFloat("ReduceMul", this.reduceMul); } } public void setVxOffset(float vxOffset) { this.vxOffset = vxOffset; if (material != null) { material.setFloat("VxOffset", this.vxOffset); } } public float getReduceMul() { return reduceMul; } public float getSpanMax() { return spanMax; } public float getSubPixelShift() { return subPixelShift; } public float getVxOffset() { return vxOffset; } }