/* * 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 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; } }