1 /* 2 * Copyright (c) 2009-2010 jMonkeyEngine 3 * All rights reserved. 4 * 5 * Redistribution and use in source and binary forms, with or without 6 * modification, are permitted provided that the following conditions are 7 * met: 8 * 9 * * Redistributions of source code must retain the above copyright 10 * notice, this list of conditions and the following disclaimer. 11 * 12 * * Redistributions in binary form must reproduce the above copyright 13 * notice, this list of conditions and the following disclaimer in the 14 * documentation and/or other materials provided with the distribution. 15 * 16 * * Neither the name of 'jMonkeyEngine' nor the names of its contributors 17 * may be used to endorse or promote products derived from this software 18 * without specific prior written permission. 19 * 20 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 21 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED 22 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 23 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR 24 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 25 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 26 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 27 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF 28 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING 29 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 30 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 31 */ 32 package com.jme3.post.filters; 33 34 import com.jme3.asset.AssetManager; 35 import com.jme3.material.Material; 36 import com.jme3.post.Filter; 37 import com.jme3.renderer.RenderManager; 38 import com.jme3.renderer.ViewPort; 39 40 /** 41 * A Post Processing filter to change colors appear with sharp edges as if the 42 * available amount of colors available was not enough to draw the true image. 43 * Possibly useful in cartoon styled games. Use the strength variable to lessen 44 * influence of this filter on the total result. Values from 0.2 to 0.7 appear 45 * to give nice results. 46 * 47 * Based on an article from Geeks3D: 48 * <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> 49 * 50 * @author: Roy Straver a.k.a. Baal Garnaal 51 */ 52 public class PosterizationFilter extends Filter { 53 54 private int numColors = 8; 55 private float gamma = 0.6f; 56 private float strength = 1.0f; 57 58 /** 59 * Creates a posterization Filter 60 */ 61 public PosterizationFilter() { 62 super("PosterizationFilter"); 63 } 64 65 /** 66 * Creates a posterization Filter with the given number of colors 67 * @param numColors 68 */ 69 public PosterizationFilter(int numColors) { 70 this(); 71 this.numColors = numColors; 72 } 73 74 /** 75 * Creates a posterization Filter with the given number of colors and gamma 76 * @param numColors 77 * @param gamma 78 */ 79 public PosterizationFilter(int numColors, float gamma) { 80 this(numColors); 81 this.gamma = gamma; 82 } 83 84 @Override 85 protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) { 86 material = new Material(manager, "Common/MatDefs/Post/Posterization.j3md"); 87 material.setInt("NumColors", numColors); 88 material.setFloat("Gamma", gamma); 89 material.setFloat("Strength", strength); 90 } 91 92 @Override 93 protected Material getMaterial() { 94 return material; 95 } 96 97 /** 98 * Sets number of color levels used to draw the screen 99 */ 100 public void setNumColors(int numColors) { 101 this.numColors = numColors; 102 if (material != null) { 103 material.setInt("NumColors", numColors); 104 } 105 } 106 107 /** 108 * Sets gamma level used to enhange visual quality 109 */ 110 public void setGamma(float gamma) { 111 this.gamma = gamma; 112 if (material != null) { 113 material.setFloat("Gamma", gamma); 114 } 115 } 116 117 /** 118 * Sets urrent strength value, i.e. influence on final image 119 */ 120 public void setStrength(float strength) { 121 this.strength = strength; 122 if (material != null) { 123 material.setFloat("Strength", strength); 124 } 125 } 126 127 /** 128 * Returns number of color levels used 129 */ 130 public int getNumColors() { 131 return numColors; 132 } 133 134 /** 135 * Returns current gamma value 136 */ 137 public float getGamma() { 138 return gamma; 139 } 140 141 /** 142 * Returns current strength value, i.e. influence on final image 143 */ 144 public float getStrength() { 145 return strength; 146 } 147 }