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📄 bloomrenderpass.java

📁 java 3d game jme 工程开发源代码
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/*
 * Copyright (c) 2003-2009 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.jmex.effects.glsl;

import com.jme.image.Texture;
import com.jme.image.Texture2D;
import com.jme.renderer.Camera;
import com.jme.renderer.ColorRGBA;
import com.jme.renderer.Renderer;
import com.jme.renderer.TextureRenderer;
import com.jme.renderer.pass.Pass;
import com.jme.scene.Node;
import com.jme.scene.Spatial;
import com.jme.scene.shape.Quad;
import com.jme.scene.state.BlendState;
import com.jme.scene.state.GLSLShaderObjectsState;
import com.jme.scene.state.RenderState;
import com.jme.scene.state.TextureState;
import com.jme.system.DisplaySystem;

/**
 * GLSL bloom effect pass. - Render supplied source to a texture - Extract
 * intensity - Blur intensity - Blend with first pass
 * 
 * @author Rikard Herlitz (MrCoder) - initial implementation
 * @author Joshua Slack - Enhancements and reworking to use a single
 *         texrenderer, ability to reuse existing back buffer, faster blur,
 *         throttling speed-up, etc.
 */
public class BloomRenderPass extends Pass {
    private static final long serialVersionUID = 1L;

    private float throttle = 0;//1/50f; 
    private float sinceLast = 1; 
    
    private TextureRenderer tRenderer;
	private Texture2D mainTexture;
    private Texture2D secondTexture;
    private Texture2D screenTexture;

    private Quad fullScreenQuad;

	private GLSLShaderObjectsState extractionShader;
    private GLSLShaderObjectsState blurShader;
    private GLSLShaderObjectsState blurShaderHorizontal;
    private GLSLShaderObjectsState blurShaderVertical;
	private GLSLShaderObjectsState finalShader;

	private int nrBlurPasses;
	private float blurSize;
	private float blurIntensityMultiplier;
	private float exposurePow;
	private float exposureCutoff;
	private boolean supported = true;
    private boolean useCurrentScene = false;
    
    private boolean useSeparateConvolution = false;

	public static String shaderDirectory = "com/jmex/effects/glsl/data/";

	/**
	 * Reset bloom parameters to default
	 */
	public void resetParameters() {
		nrBlurPasses = 2;
		blurSize = 0.02f;
		blurIntensityMultiplier = 1.3f;
		exposurePow = 3.0f;
		exposureCutoff = 0.0f;
	}

	/**
	 * Release pbuffers in TextureRenderer's. Preferably called from user cleanup method.
	 */
	public void cleanup() {
        super.cleanUp();
        if (tRenderer != null)
            tRenderer.cleanup();
	}

	public boolean isSupported() {
		return supported;
	}
	
	/**
	 * Creates a new bloom renderpass
	 *
	 * @param cam		 Camera used for rendering the bloomsource
	 * @param renderScale Scale of bloom texture
	 */
	public BloomRenderPass(Camera cam, int renderScale) {

        //Test for glsl support
        if(!GLSLShaderObjectsState.isSupported()) {
            supported = false;
            return;
        }

        DisplaySystem display = DisplaySystem.getDisplaySystem();

		resetParameters();

		//Create texture renderers and rendertextures(alternating between two not to overwrite pbuffers)
        tRenderer = display.createTextureRenderer(
                display.getWidth() / renderScale, 
                display.getHeight() / renderScale,
                TextureRenderer.Target.Texture2D);

		if (!tRenderer.isSupported()) {
			supported = false;
			return;
		}
		tRenderer.setMultipleTargets(true);
        tRenderer.setBackgroundColor(new ColorRGBA(0.0f, 0.0f, 0.0f, 1.0f));
        tRenderer.setCamera(cam);

		mainTexture = new Texture2D();
        mainTexture.setWrap(Texture.WrapMode.Clamp);
		mainTexture.setMagnificationFilter(Texture.MagnificationFilter.Bilinear);
        tRenderer.setupTexture(mainTexture);

        secondTexture = new Texture2D();
        secondTexture.setWrap(Texture.WrapMode.Clamp);
        secondTexture.setMagnificationFilter(Texture.MagnificationFilter.Bilinear);
        tRenderer.setupTexture(secondTexture);

        screenTexture = new Texture2D();
        screenTexture.setWrap(Texture.WrapMode.Clamp);
        screenTexture.setMagnificationFilter(Texture.MagnificationFilter.Bilinear);
        tRenderer.setupTexture(screenTexture);
        
        extractionShader = display.getRenderer().createGLSLShaderObjectsState();
		extractionShader.load(BloomRenderPass.class.getClassLoader().getResource(shaderDirectory + "bloom_extract.vert"),
				BloomRenderPass.class.getClassLoader().getResource(shaderDirectory + "bloom_extract.frag"));
		extractionShader.setEnabled(true);
        extractionShader.setUniform("RT", 0);

		//Create blur shader
        blurShader = display.getRenderer().createGLSLShaderObjectsState();
		blurShader.load(BloomRenderPass.class.getClassLoader().getResource(shaderDirectory + "bloom_blur.vert"),
                BloomRenderPass.class.getClassLoader().getResource(shaderDirectory + "bloom_blur.frag"));
        blurShader.setEnabled(true);
        blurShader.setUniform("RT", 0);

        //Create blur shader horizontal
        blurShaderHorizontal = display.getRenderer().createGLSLShaderObjectsState();
        blurShaderHorizontal.load(BloomRenderPass.class.getClassLoader().getResource(shaderDirectory + "bloom_blur.vert"),
                BloomRenderPass.class.getClassLoader().getResource(shaderDirectory + "bloom_blur_horizontal7.frag"));
        blurShaderHorizontal.setEnabled(true);
        blurShaderHorizontal.setUniform("RT", 0);

        //Create blur shader vertical
        blurShaderVertical = display.getRenderer().createGLSLShaderObjectsState();
        blurShaderVertical.load(BloomRenderPass.class.getClassLoader().getResource(shaderDirectory + "bloom_blur.vert"),
                BloomRenderPass.class.getClassLoader().getResource(shaderDirectory + "bloom_blur_vertical7.frag"));
        blurShaderVertical.setEnabled(true);
        blurShaderVertical.setUniform("RT", 0);

		//Create final shader(basic texturing)
		finalShader = display.getRenderer().createGLSLShaderObjectsState();
		finalShader.load(BloomRenderPass.class.getClassLoader().getResource(shaderDirectory + "bloom_final.vert"),
				BloomRenderPass.class.getClassLoader().getResource(shaderDirectory + "bloom_final.frag"));
		finalShader.setEnabled(true);

		//Create fullscreen quad
		fullScreenQuad = new Quad("FullScreenQuad", display.getWidth()/4, display.getHeight()/4);
		fullScreenQuad.getLocalRotation().set(0, 0, 0, 1);
		fullScreenQuad.getLocalTranslation().set(display.getWidth() / 2, display.getHeight() / 2, 0);
		fullScreenQuad.getLocalScale().set(1, 1, 1);
		fullScreenQuad.setRenderQueueMode(Renderer.QUEUE_ORTHO);

		fullScreenQuad.setCullHint(Spatial.CullHint.Never);

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