/*
* 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;
}
}