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- remove desktop-fx package and move effects to core, remove HDRRenderer swing UI

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8849 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
nor..67 14 lat temu
rodzic
commit
c16e880888
28 zmienionych plików z 6183 dodań i 22 usunięć
  1. 1 4
      engine/build.xml
  2. 5 14
      engine/nbproject/build-impl.xml
  3. 2 2
      engine/nbproject/genfiles.properties
  4. 0 1
      engine/nbproject/project.properties
  5. 0 1
      engine/nbproject/project.xml
  6. 419 0
      engine/src/core/com/jme3/post/HDRRenderer.java
  7. 309 0
      engine/src/core/com/jme3/post/filters/BloomFilter.java
  8. 245 0
      engine/src/core/com/jme3/post/filters/CartoonEdgeFilter.java
  9. 111 0
      engine/src/core/com/jme3/post/filters/ColorOverlayFilter.java
  10. 305 0
      engine/src/core/com/jme3/post/filters/CrossHatchFilter.java
  11. 158 0
      engine/src/core/com/jme3/post/filters/DepthOfFieldFilter.java
  12. 95 0
      engine/src/core/com/jme3/post/filters/FXAAFilter.java
  13. 170 0
      engine/src/core/com/jme3/post/filters/FadeFilter.java
  14. 172 0
      engine/src/core/com/jme3/post/filters/FogFilter.java
  15. 78 0
      engine/src/core/com/jme3/post/filters/GammaCorrectionFilter.java
  16. 243 0
      engine/src/core/com/jme3/post/filters/LightScatteringFilter.java
  17. 147 0
      engine/src/core/com/jme3/post/filters/PosterizationFilter.java
  18. 156 0
      engine/src/core/com/jme3/post/filters/RadialBlurFilter.java
  19. 80 0
      engine/src/core/com/jme3/post/filters/TranslucentBucketFilter.java
  20. 326 0
      engine/src/core/com/jme3/post/ssao/SSAOFilter.java
  21. 216 0
      engine/src/core/com/jme3/shadow/BasicShadowRenderer.java
  22. 539 0
      engine/src/core/com/jme3/shadow/PssmShadowRenderer.java
  23. 81 0
      engine/src/core/com/jme3/shadow/PssmShadowUtil.java
  24. 75 0
      engine/src/core/com/jme3/shadow/ShadowCamera.java
  25. 486 0
      engine/src/core/com/jme3/shadow/ShadowUtil.java
  26. 125 0
      engine/src/core/com/jme3/water/ReflectionProcessor.java
  27. 589 0
      engine/src/core/com/jme3/water/SimpleWaterProcessor.java
  28. 1050 0
      engine/src/core/com/jme3/water/WaterFilter.java

+ 1 - 4
engine/build.xml

@@ -67,12 +67,11 @@
         <echo>Compile Desktop</echo>
         <j2seproject3:javac 
             destdir="${build.dir}/desktop"
-            srcdir="${src.desktop.dir}:${src.desktop-fx.dir}"
+            srcdir="${src.desktop.dir}"
             classpath="${javac.classpath}:${build.dir}/core"
             gensrcdir="${build.generated.sources.dir}"/>
         <copy todir="${build.dir}/desktop">
             <fileset dir="${src.desktop.dir}" excludes="${build.classes.excludes},${excludes}" includes="${includes}"/>
-            <fileset dir="${src.desktop-fx.dir}" excludes="${build.classes.excludes},${excludes}" includes="${includes}"/>
         </copy>
         
         <echo>Compile Blender Loader</echo>
@@ -330,7 +329,6 @@
             <zipfileset dir="${src.core-data.dir}"/>
             <zipfileset dir="${src.core-plugins.dir}"/>
             <zipfileset dir="${src.desktop.dir}"/>
-            <zipfileset dir="${src.desktop-fx.dir}"/>
             <zipfileset dir="${src.jbullet.dir}"/>
             <zipfileset dir="${src.niftygui.dir}"/>
             <zipfileset dir="${src.jogg.dir}"/>
@@ -388,7 +386,6 @@
             <zipfileset dir="${src.core-data.dir}" prefix="source"/>
             <zipfileset dir="${src.core-plugins.dir}" prefix="source"/>
             <zipfileset dir="${src.desktop.dir}" prefix="source"/>
-            <zipfileset dir="${src.desktop-fx.dir}" prefix="source"/>
             <zipfileset dir="${src.jbullet.dir}" prefix="source"/>
             <zipfileset dir="${src.niftygui.dir}" prefix="source"/>
             <zipfileset dir="${src.jogg.dir}" prefix="source"/>

+ 5 - 14
engine/nbproject/build-impl.xml

@@ -170,7 +170,6 @@ is divided into following sections:
                 <available file="${src.core-data.dir}"/>
                 <available file="${src.core-plugins.dir}"/>
                 <available file="${src.desktop.dir}"/>
-                <available file="${src.desktop-fx.dir}"/>
                 <available file="${src.terrain.dir}"/>
                 <available file="${src.jbullet.dir}"/>
                 <available file="${src.bullet.dir}"/>
@@ -253,7 +252,6 @@ is divided into following sections:
         <fail unless="src.core-data.dir">Must set src.core-data.dir</fail>
         <fail unless="src.core-plugins.dir">Must set src.core-plugins.dir</fail>
         <fail unless="src.desktop.dir">Must set src.desktop.dir</fail>
-        <fail unless="src.desktop-fx.dir">Must set src.desktop-fx.dir</fail>
         <fail unless="src.terrain.dir">Must set src.terrain.dir</fail>
         <fail unless="src.jbullet.dir">Must set src.jbullet.dir</fail>
         <fail unless="src.bullet.dir">Must set src.bullet.dir</fail>
@@ -289,7 +287,7 @@ is divided into following sections:
     </target>
     <target depends="-init-ap-cmdline-properties" if="ap.supported.internal" name="-init-macrodef-javac-with-processors">
         <macrodef name="javac" uri="http://www.netbeans.org/ns/j2se-project/3">
-            <attribute default="${src.core.dir}:${src.core-data.dir}:${src.core-plugins.dir}:${src.desktop.dir}:${src.desktop-fx.dir}:${src.terrain.dir}:${src.jbullet.dir}:${src.bullet.dir}:${src.bullet-common.dir}:${src.networking.dir}:${src.niftygui.dir}:${src.jogg.dir}:${src.ogre.dir}:${src.blender.dir}:${src.xml.dir}:${src.tools.dir}:${src.test.dir}:${src.lwjgl.dir}:${src.android.dir}" name="srcdir"/>
+            <attribute default="${src.core.dir}:${src.core-data.dir}:${src.core-plugins.dir}:${src.desktop.dir}:${src.terrain.dir}:${src.jbullet.dir}:${src.bullet.dir}:${src.bullet-common.dir}:${src.networking.dir}:${src.niftygui.dir}:${src.jogg.dir}:${src.ogre.dir}:${src.blender.dir}:${src.xml.dir}:${src.tools.dir}:${src.test.dir}:${src.lwjgl.dir}:${src.android.dir}" name="srcdir"/>
             <attribute default="${build.classes.dir}" name="destdir"/>
             <attribute default="${javac.classpath}" name="classpath"/>
             <attribute default="${javac.processorpath}" name="processorpath"/>
@@ -329,7 +327,7 @@ is divided into following sections:
     </target>
     <target depends="-init-ap-cmdline-properties" name="-init-macrodef-javac-without-processors" unless="ap.supported.internal">
         <macrodef name="javac" uri="http://www.netbeans.org/ns/j2se-project/3">
-            <attribute default="${src.core.dir}:${src.core-data.dir}:${src.core-plugins.dir}:${src.desktop.dir}:${src.desktop-fx.dir}:${src.terrain.dir}:${src.jbullet.dir}:${src.bullet.dir}:${src.bullet-common.dir}:${src.networking.dir}:${src.niftygui.dir}:${src.jogg.dir}:${src.ogre.dir}:${src.blender.dir}:${src.xml.dir}:${src.tools.dir}:${src.test.dir}:${src.lwjgl.dir}:${src.android.dir}" name="srcdir"/>
+            <attribute default="${src.core.dir}:${src.core-data.dir}:${src.core-plugins.dir}:${src.desktop.dir}:${src.terrain.dir}:${src.jbullet.dir}:${src.bullet.dir}:${src.bullet-common.dir}:${src.networking.dir}:${src.niftygui.dir}:${src.jogg.dir}:${src.ogre.dir}:${src.blender.dir}:${src.xml.dir}:${src.tools.dir}:${src.test.dir}:${src.lwjgl.dir}:${src.android.dir}" name="srcdir"/>
             <attribute default="${build.classes.dir}" name="destdir"/>
             <attribute default="${javac.classpath}" name="classpath"/>
             <attribute default="${javac.processorpath}" name="processorpath"/>
@@ -361,7 +359,7 @@ is divided into following sections:
     </target>
     <target depends="-init-macrodef-javac-with-processors,-init-macrodef-javac-without-processors" name="-init-macrodef-javac">
         <macrodef name="depend" uri="http://www.netbeans.org/ns/j2se-project/3">
-            <attribute default="${src.core.dir}:${src.core-data.dir}:${src.core-plugins.dir}:${src.desktop.dir}:${src.desktop-fx.dir}:${src.terrain.dir}:${src.jbullet.dir}:${src.bullet.dir}:${src.bullet-common.dir}:${src.networking.dir}:${src.niftygui.dir}:${src.jogg.dir}:${src.ogre.dir}:${src.blender.dir}:${src.xml.dir}:${src.tools.dir}:${src.test.dir}:${src.lwjgl.dir}:${src.android.dir}" name="srcdir"/>
+            <attribute default="${src.core.dir}:${src.core-data.dir}:${src.core-plugins.dir}:${src.desktop.dir}:${src.terrain.dir}:${src.jbullet.dir}:${src.bullet.dir}:${src.bullet-common.dir}:${src.networking.dir}:${src.niftygui.dir}:${src.jogg.dir}:${src.ogre.dir}:${src.blender.dir}:${src.xml.dir}:${src.tools.dir}:${src.test.dir}:${src.lwjgl.dir}:${src.android.dir}" name="srcdir"/>
             <attribute default="${build.classes.dir}" name="destdir"/>
             <attribute default="${javac.classpath}" name="classpath"/>
             <sequential>
@@ -659,7 +657,7 @@ is divided into following sections:
                 <include name="*"/>
             </dirset>
         </pathconvert>
-        <j2seproject3:depend srcdir="${src.core.dir}:${src.core-data.dir}:${src.core-plugins.dir}:${src.desktop.dir}:${src.desktop-fx.dir}:${src.terrain.dir}:${src.jbullet.dir}:${src.bullet.dir}:${src.bullet-common.dir}:${src.networking.dir}:${src.niftygui.dir}:${src.jogg.dir}:${src.ogre.dir}:${src.blender.dir}:${src.xml.dir}:${src.tools.dir}:${src.test.dir}:${src.lwjgl.dir}:${src.android.dir}:${build.generated.subdirs}"/>
+        <j2seproject3:depend srcdir="${src.core.dir}:${src.core-data.dir}:${src.core-plugins.dir}:${src.desktop.dir}:${src.terrain.dir}:${src.jbullet.dir}:${src.bullet.dir}:${src.bullet-common.dir}:${src.networking.dir}:${src.niftygui.dir}:${src.jogg.dir}:${src.ogre.dir}:${src.blender.dir}:${src.xml.dir}:${src.tools.dir}:${src.test.dir}:${src.lwjgl.dir}:${src.android.dir}:${build.generated.subdirs}"/>
     </target>
     <target depends="init,deps-jar,-pre-pre-compile,-pre-compile, -copy-persistence-xml,-compile-depend" if="have.sources" name="-do-compile">
         <j2seproject3:javac gensrcdir="${build.generated.sources.dir}"/>
@@ -668,7 +666,6 @@ is divided into following sections:
             <fileset dir="${src.core-data.dir}" excludes="${build.classes.excludes},${excludes}" includes="${includes}"/>
             <fileset dir="${src.core-plugins.dir}" excludes="${build.classes.excludes},${excludes}" includes="${includes}"/>
             <fileset dir="${src.desktop.dir}" excludes="${build.classes.excludes},${excludes}" includes="${includes}"/>
-            <fileset dir="${src.desktop-fx.dir}" excludes="${build.classes.excludes},${excludes}" includes="${includes}"/>
             <fileset dir="${src.terrain.dir}" excludes="${build.classes.excludes},${excludes}" includes="${includes}"/>
             <fileset dir="${src.jbullet.dir}" excludes="${build.classes.excludes},${excludes}" includes="${includes}"/>
             <fileset dir="${src.bullet.dir}" excludes="${build.classes.excludes},${excludes}" includes="${includes}"/>
@@ -703,7 +700,7 @@ is divided into following sections:
     <target depends="init,deps-jar,-pre-pre-compile" name="-do-compile-single">
         <fail unless="javac.includes">Must select some files in the IDE or set javac.includes</fail>
         <j2seproject3:force-recompile/>
-        <j2seproject3:javac excludes="" gensrcdir="${build.generated.sources.dir}" includes="${javac.includes}" sourcepath="${src.core.dir}:${src.core-data.dir}:${src.core-plugins.dir}:${src.desktop.dir}:${src.desktop-fx.dir}:${src.terrain.dir}:${src.jbullet.dir}:${src.bullet.dir}:${src.bullet-common.dir}:${src.networking.dir}:${src.niftygui.dir}:${src.jogg.dir}:${src.ogre.dir}:${src.blender.dir}:${src.xml.dir}:${src.tools.dir}:${src.test.dir}:${src.lwjgl.dir}:${src.android.dir}"/>
+        <j2seproject3:javac excludes="" gensrcdir="${build.generated.sources.dir}" includes="${javac.includes}" sourcepath="${src.core.dir}:${src.core-data.dir}:${src.core-plugins.dir}:${src.desktop.dir}:${src.terrain.dir}:${src.jbullet.dir}:${src.bullet.dir}:${src.bullet-common.dir}:${src.networking.dir}:${src.niftygui.dir}:${src.jogg.dir}:${src.ogre.dir}:${src.blender.dir}:${src.xml.dir}:${src.tools.dir}:${src.test.dir}:${src.lwjgl.dir}:${src.android.dir}"/>
     </target>
     <target name="-post-compile-single">
         <!-- Empty placeholder for easier customization. -->
@@ -935,9 +932,6 @@ is divided into following sections:
             <fileset dir="${src.desktop.dir}" excludes="*.java,${excludes}" includes="${includes}">
                 <filename name="**/*.java"/>
             </fileset>
-            <fileset dir="${src.desktop-fx.dir}" excludes="*.java,${excludes}" includes="${includes}">
-                <filename name="**/*.java"/>
-            </fileset>
             <fileset dir="${src.terrain.dir}" excludes="*.java,${excludes}" includes="${includes}">
                 <filename name="**/*.java"/>
             </fileset>
@@ -998,9 +992,6 @@ is divided into following sections:
             <fileset dir="${src.desktop.dir}" excludes="${excludes}" includes="${includes}">
                 <filename name="**/doc-files/**"/>
             </fileset>
-            <fileset dir="${src.desktop-fx.dir}" excludes="${excludes}" includes="${includes}">
-                <filename name="**/doc-files/**"/>
-            </fileset>
             <fileset dir="${src.terrain.dir}" excludes="${excludes}" includes="${includes}">
                 <filename name="**/doc-files/**"/>
             </fileset>

+ 2 - 2
engine/nbproject/genfiles.properties

@@ -3,8 +3,8 @@ build.xml.script.CRC32=34d4c2f2
 build.xml.stylesheet.CRC32=958a1d3e
 # This file is used by a NetBeans-based IDE to track changes in generated files such as build-impl.xml.
 # Do not edit this file. You may delete it but then the IDE will never regenerate such files for you.
-nbproject/build-impl.xml.data.CRC32=3272ce3a
-nbproject/build-impl.xml.script.CRC32=d1b33dd7
+nbproject/build-impl.xml.data.CRC32=11158891
+nbproject/build-impl.xml.script.CRC32=283800d6
 nbproject/[email protected]
 nbproject/profiler-build-impl.xml.data.CRC32=aff514c1
 nbproject/profiler-build-impl.xml.script.CRC32=abda56ed

+ 0 - 1
engine/nbproject/project.properties

@@ -109,7 +109,6 @@ src.bullet.dir=src/bullet
 src.core-data.dir=src/core-data
 src.core-plugins.dir=src/core-plugins
 src.core.dir=src/core
-src.desktop-fx.dir=src/desktop-fx
 src.desktop.dir=src/desktop
 src.jbullet.dir=src/jbullet
 src.jogg.dir=src/jogg

+ 0 - 1
engine/nbproject/project.xml

@@ -15,7 +15,6 @@
                 <root id="src.core-data.dir" name="Core-Data"/>
                 <root id="src.core-plugins.dir" name="Core-Plugins"/>
                 <root id="src.desktop.dir" name="Desktop"/>
-                <root id="src.desktop-fx.dir" name="Desktop-FX"/>
                 <root id="src.terrain.dir" name="Terrain"/>
                 <root id="src.jbullet.dir" name="Java Bullet"/>
                 <root id="src.bullet.dir" name="Native Bullet"/>

+ 419 - 0
engine/src/core/com/jme3/post/HDRRenderer.java

@@ -0,0 +1,419 @@
+/*
+ * Copyright (c) 2009-2010 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;
+
+import com.jme3.asset.AssetManager;
+import com.jme3.material.Material;
+import com.jme3.math.Vector2f;
+import com.jme3.renderer.*;
+import com.jme3.renderer.queue.RenderQueue;
+import com.jme3.texture.FrameBuffer;
+import com.jme3.texture.Image;
+import com.jme3.texture.Image.Format;
+import com.jme3.texture.Texture;
+import com.jme3.texture.Texture.MagFilter;
+import com.jme3.texture.Texture.MinFilter;
+import com.jme3.texture.Texture2D;
+import com.jme3.ui.Picture;
+import java.util.Collection;
+import java.util.logging.Logger;
+
+public class HDRRenderer implements SceneProcessor {
+
+    private static final int LUMMODE_NONE = 0x1,
+                             LUMMODE_ENCODE_LUM = 0x2,
+                             LUMMODE_DECODE_LUM = 0x3;
+
+    private Renderer renderer;
+    private RenderManager renderManager;
+    private ViewPort viewPort;
+    private static final Logger logger = Logger.getLogger(HDRRenderer.class.getName());
+
+    private Camera fbCam = new Camera(1, 1);
+
+    private FrameBuffer msFB;
+
+    private FrameBuffer mainSceneFB;
+    private Texture2D mainScene;
+    private FrameBuffer scene64FB;
+    private Texture2D scene64;
+    private FrameBuffer scene8FB;
+    private Texture2D scene8;
+    private FrameBuffer scene1FB[] = new FrameBuffer[2];
+    private Texture2D scene1[] = new Texture2D[2];
+
+    private Material hdr64;
+    private Material hdr8;
+    private Material hdr1;
+    private Material tone;
+
+    private Picture fsQuad;
+    private float time = 0;
+    private int curSrc = -1;
+    private int oppSrc = -1;
+    private float blendFactor = 0;
+
+    private int numSamples = 0;
+    private float exposure = 0.18f;
+    private float whiteLevel = 100f;
+    private float throttle = -1;
+    private int maxIterations = -1;
+    private Image.Format bufFormat = Format.RGB16F;
+
+    private MinFilter fbMinFilter = MinFilter.BilinearNoMipMaps;
+    private MagFilter fbMagFilter = MagFilter.Bilinear;
+    private AssetManager manager;
+
+    private boolean enabled = true;
+
+    public HDRRenderer(AssetManager manager, Renderer renderer){
+        this.manager = manager;
+        this.renderer = renderer;
+        
+        Collection<Caps> caps = renderer.getCaps();
+        if (caps.contains(Caps.PackedFloatColorBuffer))
+            bufFormat = Format.RGB111110F;
+        else if (caps.contains(Caps.FloatColorBuffer))
+            bufFormat = Format.RGB16F;
+        else{
+            enabled = false;
+            return;
+        }
+    }
+
+    public boolean isEnabled() {
+        return enabled;
+    }
+
+    public void setSamples(int samples){
+        this.numSamples = samples;
+    }
+
+    public void setExposure(float exp){
+        this.exposure = exp;
+    }
+
+    public void setWhiteLevel(float whiteLevel){
+        this.whiteLevel = whiteLevel;
+    }
+
+    public void setMaxIterations(int maxIterations){
+        this.maxIterations = maxIterations;
+
+        // regenerate shaders if needed
+        if (hdr64 != null)
+            createLumShaders();
+    }
+
+    public void setThrottle(float throttle){
+        this.throttle = throttle;
+    }
+
+    public void setUseFastFilter(boolean fastFilter){
+        if (fastFilter){
+            fbMagFilter = MagFilter.Nearest;
+            fbMinFilter = MinFilter.NearestNoMipMaps;
+        }else{
+            fbMagFilter = MagFilter.Bilinear;
+            fbMinFilter = MinFilter.BilinearNoMipMaps;
+        }
+    }
+
+    public Picture createDisplayQuad(/*int mode, Texture tex*/){
+        if (scene64 == null)
+            return null;
+
+        Material mat = new Material(manager, "Common/MatDefs/Hdr/LogLum.j3md");
+//        if (mode == LUMMODE_ENCODE_LUM)
+//            mat.setBoolean("EncodeLum", true);
+//        else if (mode == LUMMODE_DECODE_LUM)
+            mat.setBoolean("DecodeLum", true);
+            mat.setTexture("Texture", scene64);
+//        mat.setTexture("Texture", tex);
+        
+        Picture dispQuad = new Picture("Luminance Display");
+        dispQuad.setMaterial(mat);
+        return dispQuad;
+    }
+
+    private Material createLumShader(int srcW, int srcH, int bufW, int bufH, int mode,
+                                int iters, Texture tex){
+        Material mat = new Material(manager, "Common/MatDefs/Hdr/LogLum.j3md");
+        
+        Vector2f blockSize = new Vector2f(1f / bufW, 1f / bufH);
+        Vector2f pixelSize = new Vector2f(1f / srcW, 1f / srcH);
+        Vector2f blocks = new Vector2f();
+        float numPixels = Float.POSITIVE_INFINITY;
+        if (iters != -1){
+            do {
+                pixelSize.multLocal(2);
+                blocks.set(blockSize.x / pixelSize.x,
+                           blockSize.y / pixelSize.y);
+                numPixels = blocks.x * blocks.y;
+            } while (numPixels > iters);
+        }else{
+            blocks.set(blockSize.x / pixelSize.x,
+                       blockSize.y / pixelSize.y);
+            numPixels = blocks.x * blocks.y;
+        }
+        System.out.println(numPixels);
+
+        mat.setBoolean("Blocks", true);
+        if (mode == LUMMODE_ENCODE_LUM)
+            mat.setBoolean("EncodeLum", true);
+        else if (mode == LUMMODE_DECODE_LUM)
+            mat.setBoolean("DecodeLum", true);
+
+        mat.setTexture("Texture", tex);
+        mat.setVector2("BlockSize", blockSize);
+        mat.setVector2("PixelSize", pixelSize);
+        mat.setFloat("NumPixels", numPixels);
+
+        return mat;
+    }
+
+    private void createLumShaders(){
+        int w = mainSceneFB.getWidth();
+        int h = mainSceneFB.getHeight();
+        hdr64 = createLumShader(w,  h,  64, 64, LUMMODE_ENCODE_LUM, maxIterations, mainScene);
+        hdr8  = createLumShader(64, 64, 8,  8,  LUMMODE_NONE,       maxIterations, scene64);
+        hdr1  = createLumShader(8,  8,  1,  1,  LUMMODE_NONE,       maxIterations, scene8);
+    }
+
+    private int opposite(int i){
+        return i == 1 ? 0 : 1;
+    }
+
+    private void renderProcessing(Renderer r, FrameBuffer dst, Material mat){
+        if (dst == null){
+            fsQuad.setWidth(mainSceneFB.getWidth());
+            fsQuad.setHeight(mainSceneFB.getHeight());
+            fbCam.resize(mainSceneFB.getWidth(), mainSceneFB.getHeight(), true);
+        }else{
+            fsQuad.setWidth(dst.getWidth());
+            fsQuad.setHeight(dst.getHeight());
+            fbCam.resize(dst.getWidth(), dst.getHeight(), true);
+        }
+        fsQuad.setMaterial(mat);
+        fsQuad.updateGeometricState();
+        renderManager.setCamera(fbCam, true);
+
+        r.setFrameBuffer(dst);
+        r.clearBuffers(true, true, true);
+        renderManager.renderGeometry(fsQuad);
+    }
+
+    private void renderToneMap(Renderer r, FrameBuffer out){
+        tone.setFloat("A", exposure);
+        tone.setFloat("White", whiteLevel);
+        tone.setTexture("Lum", scene1[oppSrc]);
+        tone.setTexture("Lum2", scene1[curSrc]);
+        tone.setFloat("BlendFactor", blendFactor);
+        renderProcessing(r, out, tone);
+    }
+
+    private void updateAverageLuminance(Renderer r){
+        renderProcessing(r, scene64FB, hdr64);
+        renderProcessing(r, scene8FB, hdr8);
+        renderProcessing(r, scene1FB[curSrc], hdr1);
+    }
+
+    public boolean isInitialized(){
+        return viewPort != null;
+    }
+
+    public void reshape(ViewPort vp, int w, int h){
+        if (mainSceneFB != null){
+            renderer.deleteFrameBuffer(mainSceneFB);
+        }
+
+        mainSceneFB = new FrameBuffer(w, h, 1);
+        mainScene = new Texture2D(w, h, bufFormat);
+        mainSceneFB.setDepthBuffer(Format.Depth);
+        mainSceneFB.setColorTexture(mainScene);
+        mainScene.setMagFilter(fbMagFilter);
+        mainScene.setMinFilter(fbMinFilter);
+
+        if (msFB != null){
+            renderer.deleteFrameBuffer(msFB);
+        }
+
+        tone.setTexture("Texture", mainScene);
+        
+        Collection<Caps> caps = renderer.getCaps();
+        if (numSamples > 1 && caps.contains(Caps.FrameBufferMultisample)){
+            msFB = new FrameBuffer(w, h, numSamples);
+            msFB.setDepthBuffer(Format.Depth);
+            msFB.setColorBuffer(bufFormat);
+            vp.setOutputFrameBuffer(msFB);
+        }else{
+            if (numSamples > 1)
+                logger.warning("FBO multisampling not supported on this GPU, request ignored.");
+
+            vp.setOutputFrameBuffer(mainSceneFB);
+        }
+
+        createLumShaders();
+    }
+
+    public void initialize(RenderManager rm, ViewPort vp){
+        if (!enabled)
+            return;
+
+        renderer = rm.getRenderer();
+        renderManager = rm;
+        viewPort = vp;
+
+        // loadInitial()
+        fsQuad = new Picture("HDR Fullscreen Quad");
+
+        Format lumFmt = Format.RGB8;
+        scene64FB = new FrameBuffer(64, 64, 1);
+        scene64 = new Texture2D(64, 64, lumFmt);
+        scene64FB.setColorTexture(scene64);
+        scene64.setMagFilter(fbMagFilter);
+        scene64.setMinFilter(fbMinFilter);
+
+        scene8FB = new FrameBuffer(8, 8, 1);
+        scene8 = new Texture2D(8, 8, lumFmt);
+        scene8FB.setColorTexture(scene8);
+        scene8.setMagFilter(fbMagFilter);
+        scene8.setMinFilter(fbMinFilter);
+
+        scene1FB[0] = new FrameBuffer(1, 1, 1);
+        scene1[0] = new Texture2D(1, 1, lumFmt);
+        scene1FB[0].setColorTexture(scene1[0]);
+
+        scene1FB[1] = new FrameBuffer(1, 1, 1);
+        scene1[1] = new Texture2D(1, 1, lumFmt);
+        scene1FB[1].setColorTexture(scene1[1]);
+
+        // prepare tonemap shader
+        tone = new Material(manager, "Common/MatDefs/Hdr/ToneMap.j3md");
+        tone.setFloat("A", 0.18f);
+        tone.setFloat("White", 100);
+
+        // load();
+        int w = vp.getCamera().getWidth();
+        int h = vp.getCamera().getHeight();
+        reshape(vp, w, h);
+
+        
+    }
+
+    public void preFrame(float tpf) {
+        if (!enabled)
+            return;
+
+        time += tpf;
+        blendFactor = (time / throttle);
+    }
+
+    public void postQueue(RenderQueue rq) {
+    }
+
+    public void postFrame(FrameBuffer out) {
+        if (!enabled)
+            return;
+
+        if (msFB != null){
+            // first render to multisampled FB
+//            renderer.setFrameBuffer(msFB);
+//            renderer.clearBuffers(true,true,true);
+//
+//            renderManager.renderViewPortRaw(viewPort);
+
+            // render back to non-multisampled FB
+            renderer.copyFrameBuffer(msFB, mainSceneFB);
+        }else{
+//            renderer.setFrameBuffer(mainSceneFB);
+//            renderer.clearBuffers(true,true,false);
+//
+//            renderManager.renderViewPortRaw(viewPort);
+        }
+
+        // should we update avg lum?
+        if (throttle == -1){
+            // update every frame
+            curSrc = 0;
+            oppSrc = 0;
+            blendFactor = 0;
+            time = 0;
+            updateAverageLuminance(renderer);
+        }else{
+            if (curSrc == -1){
+                curSrc = 0;
+                oppSrc = 0;
+
+                // initial update
+                updateAverageLuminance(renderer);
+
+                blendFactor = 0;
+                time = 0;
+            }else if (time > throttle){
+
+                // time to switch
+                oppSrc = curSrc;
+                curSrc = opposite(curSrc);
+
+                updateAverageLuminance(renderer);
+
+                blendFactor = 0;
+                time = 0;
+            }
+        }
+
+        // since out == mainSceneFB, tonemap into the main screen instead
+        //renderToneMap(renderer, out);
+        renderToneMap(renderer, null);
+
+        renderManager.setCamera(viewPort.getCamera(), false);
+    }
+
+    public void cleanup() {
+        if (!enabled)
+            return;
+
+        if (msFB != null)
+            renderer.deleteFrameBuffer(msFB);
+        if (mainSceneFB != null)
+            renderer.deleteFrameBuffer(mainSceneFB);
+        if (scene64FB != null){
+            renderer.deleteFrameBuffer(scene64FB);
+            renderer.deleteFrameBuffer(scene8FB);
+            renderer.deleteFrameBuffer(scene1FB[0]);
+            renderer.deleteFrameBuffer(scene1FB[1]);
+        }
+    }
+
+}

+ 309 - 0
engine/src/core/com/jme3/post/filters/BloomFilter.java

@@ -0,0 +1,309 @@
+/*
+ * Copyright (c) 2009-2010 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.export.InputCapsule;
+import com.jme3.export.JmeExporter;
+import com.jme3.export.JmeImporter;
+import com.jme3.export.OutputCapsule;
+import com.jme3.material.Material;
+import com.jme3.math.ColorRGBA;
+import com.jme3.post.Filter;
+import com.jme3.renderer.RenderManager;
+import com.jme3.renderer.ViewPort;
+import com.jme3.texture.Image.Format;
+import java.io.IOException;
+import java.util.ArrayList;
+
+/**
+ * BloomFilter is used to make objects in the scene have a glow effect.<br>
+ * There are 2 mode : Scene and Objects.<br>
+ * Scene mode extracts the bright parts of the scene to make them glow<br>
+ * Object mode make objects glow according to their material's glowMap or their GlowColor<br>
+ * @see <a href="http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:bloom_and_glow">advanced:bloom_and_glow</a> for more details
+ * 
+ * @author Rémy Bouquet aka Nehon
+ */
+public class BloomFilter extends Filter {
+
+    /**
+     * GlowMode specifies if the glow will be applied to the whole scene,or to objects that have aglow color or a glow map
+     */
+    public enum GlowMode {
+
+        /**
+         * Apply bloom filter to bright areas in the scene.
+         */
+        Scene,
+        /**
+         * Apply bloom only to objects that have a glow map or a glow color.
+         */
+        Objects,
+        /**
+         * Apply bloom to both bright parts of the scene and objects with glow map.
+         */
+        SceneAndObjects;
+    }
+
+    private GlowMode glowMode = GlowMode.Scene;
+    //Bloom parameters
+    private float blurScale = 1.5f;
+    private float exposurePower = 5.0f;
+    private float exposureCutOff = 0.0f;
+    private float bloomIntensity = 2.0f;
+    private float downSamplingFactor = 1;
+    private Pass preGlowPass;
+    private Pass extractPass;
+    private Pass horizontalBlur = new Pass();
+    private Pass verticalalBlur = new Pass();
+    private Material extractMat;
+    private Material vBlurMat;
+    private Material hBlurMat;
+    private int screenWidth;
+    private int screenHeight;    
+
+    /**
+     * Creates a Bloom filter
+     */
+    public BloomFilter() {
+        super("BloomFilter");
+    }
+
+    /**
+     * Creates the bloom filter with the specific glow mode
+     * @param glowMode
+     */
+    public BloomFilter(GlowMode glowMode) {
+        this();
+        this.glowMode = glowMode;
+    }
+
+    @Override
+    protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
+        screenWidth = (int) Math.max(1, (w / downSamplingFactor));
+        screenHeight = (int) Math.max(1, (h / downSamplingFactor));
+        //    System.out.println(screenWidth + " " + screenHeight);
+        if (glowMode != GlowMode.Scene) {
+            preGlowPass = new Pass();
+            preGlowPass.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth);
+        }
+
+        postRenderPasses = new ArrayList<Pass>();
+        //configuring extractPass
+        extractMat = new Material(manager, "Common/MatDefs/Post/BloomExtract.j3md");
+        extractPass = new Pass() {
+
+            @Override
+            public boolean requiresSceneAsTexture() {
+                return true;
+            }
+
+            @Override
+            public void beforeRender() {
+                extractMat.setFloat("ExposurePow", exposurePower);
+                extractMat.setFloat("ExposureCutoff", exposureCutOff);
+                if (glowMode != GlowMode.Scene) {
+                    extractMat.setTexture("GlowMap", preGlowPass.getRenderedTexture());
+                }
+                extractMat.setBoolean("Extract", glowMode != GlowMode.Objects);
+            }
+        };
+
+        extractPass.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, extractMat);
+        postRenderPasses.add(extractPass);
+
+        //configuring horizontal blur pass
+        hBlurMat = new Material(manager, "Common/MatDefs/Blur/HGaussianBlur.j3md");
+        horizontalBlur = new Pass() {
+
+            @Override
+            public void beforeRender() {
+                hBlurMat.setTexture("Texture", extractPass.getRenderedTexture());
+                hBlurMat.setFloat("Size", screenWidth);
+                hBlurMat.setFloat("Scale", blurScale);
+            }
+        };
+
+        horizontalBlur.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, hBlurMat);
+        postRenderPasses.add(horizontalBlur);
+
+        //configuring vertical blur pass
+        vBlurMat = new Material(manager, "Common/MatDefs/Blur/VGaussianBlur.j3md");
+        verticalalBlur = new Pass() {
+
+            @Override
+            public void beforeRender() {
+                vBlurMat.setTexture("Texture", horizontalBlur.getRenderedTexture());
+                vBlurMat.setFloat("Size", screenHeight);
+                vBlurMat.setFloat("Scale", blurScale);
+            }
+        };
+
+        verticalalBlur.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, vBlurMat);
+        postRenderPasses.add(verticalalBlur);
+
+
+        //final material
+        material = new Material(manager, "Common/MatDefs/Post/BloomFinal.j3md");
+        material.setTexture("BloomTex", verticalalBlur.getRenderedTexture());
+    }
+
+
+    @Override
+    protected Material getMaterial() {
+        material.setFloat("BloomIntensity", bloomIntensity);
+        return material;
+    }
+
+    @Override
+    protected void postQueue(RenderManager renderManager, ViewPort viewPort) {
+        if (glowMode != GlowMode.Scene) {           
+            renderManager.getRenderer().setBackgroundColor(ColorRGBA.BlackNoAlpha);            
+            renderManager.getRenderer().setFrameBuffer(preGlowPass.getRenderFrameBuffer());
+            renderManager.getRenderer().clearBuffers(true, true, true);
+            renderManager.setForcedTechnique("Glow");
+            renderManager.renderViewPortQueues(viewPort, false);         
+            renderManager.setForcedTechnique(null);
+            renderManager.getRenderer().setFrameBuffer(viewPort.getOutputFrameBuffer());
+        }
+    }
+
+    /**
+     * returns the bloom intensity
+     * @return 
+     */
+    public float getBloomIntensity() {
+        return bloomIntensity;
+    }
+
+    /**
+     * intensity of the bloom effect default is 2.0
+     * @param bloomIntensity
+     */
+    public void setBloomIntensity(float bloomIntensity) {
+        this.bloomIntensity = bloomIntensity;
+    }
+
+    /**
+     * returns the blur scale
+     * @return 
+     */
+    public float getBlurScale() {
+        return blurScale;
+    }
+
+    /**
+     * sets The spread of the bloom default is 1.5f
+     * @param blurScale
+     */
+    public void setBlurScale(float blurScale) {
+        this.blurScale = blurScale;
+    }
+
+    /**
+     * returns the exposure cutoff<br>
+     * for more details see {@link setExposureCutOff(float exposureCutOff)}
+     * @return 
+     */    
+    public float getExposureCutOff() {
+        return exposureCutOff;
+    }
+
+    /**
+     * Define the color threshold on which the bloom will be applied (0.0 to 1.0)
+     * @param exposureCutOff
+     */
+    public void setExposureCutOff(float exposureCutOff) {
+        this.exposureCutOff = exposureCutOff;
+    }
+
+    /**
+     * returns the exposure power<br>
+     * form more details see {@link setExposurePower(float exposurePower)}
+     * @return 
+     */
+    public float getExposurePower() {
+        return exposurePower;
+    }
+
+    /**
+     * defines how many time the bloom extracted color will be multiplied by itself. default id 5.0<br>
+     * a high value will reduce rough edges in the bloom and somhow the range of the bloom area     * 
+     * @param exposurePower
+     */
+    public void setExposurePower(float exposurePower) {
+        this.exposurePower = exposurePower;
+    }
+
+    /**
+     * returns the downSampling factor<br>
+     * form more details see {@link setDownSamplingFactor(float downSamplingFactor)}
+     * @return
+     */
+    public float getDownSamplingFactor() {
+        return downSamplingFactor;
+    }
+
+    /**
+     * Sets the downSampling factor : the size of the computed texture will be divided by this factor. default is 1 for no downsampling
+     * A 2 value is a good way of widening the blur
+     * @param downSamplingFactor
+     */
+    public void setDownSamplingFactor(float downSamplingFactor) {
+        this.downSamplingFactor = downSamplingFactor;
+    }
+
+    @Override
+    public void write(JmeExporter ex) throws IOException {
+        super.write(ex);
+        OutputCapsule oc = ex.getCapsule(this);
+        oc.write(glowMode, "glowMode", GlowMode.Scene);
+        oc.write(blurScale, "blurScale", 1.5f);
+        oc.write(exposurePower, "exposurePower", 5.0f);
+        oc.write(exposureCutOff, "exposureCutOff", 0.0f);
+        oc.write(bloomIntensity, "bloomIntensity", 2.0f);
+        oc.write(downSamplingFactor, "downSamplingFactor", 1);
+    }
+
+    @Override
+    public void read(JmeImporter im) throws IOException {
+        super.read(im);
+        InputCapsule ic = im.getCapsule(this);
+        glowMode = ic.readEnum("glowMode", GlowMode.class, GlowMode.Scene);
+        blurScale = ic.readFloat("blurScale", 1.5f);
+        exposurePower = ic.readFloat("exposurePower", 5.0f);
+        exposureCutOff = ic.readFloat("exposureCutOff", 0.0f);
+        bloomIntensity = ic.readFloat("bloomIntensity", 2.0f);
+        downSamplingFactor = ic.readFloat("downSamplingFactor", 1);
+    }
+}

+ 245 - 0
engine/src/core/com/jme3/post/filters/CartoonEdgeFilter.java

@@ -0,0 +1,245 @@
+/*
+ * Copyright (c) 2009-2010 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.math.ColorRGBA;
+import com.jme3.post.Filter;
+import com.jme3.post.Filter.Pass;
+import com.jme3.renderer.RenderManager;
+import com.jme3.renderer.Renderer;
+import com.jme3.renderer.ViewPort;
+import com.jme3.texture.Image.Format;
+
+/**
+ * Applies a cartoon-style edge detection filter to all objects in the scene.
+ *
+ * @author Kirill Vainer
+ */
+public class CartoonEdgeFilter extends Filter {
+
+    private Pass normalPass;
+    private float edgeWidth = 1.0f;
+    private float edgeIntensity = 1.0f;
+    private float normalThreshold = 0.5f;
+    private float depthThreshold = 0.1f;
+    private float normalSensitivity = 1.0f;
+    private float depthSensitivity = 10.0f;
+    private ColorRGBA edgeColor = new ColorRGBA(0, 0, 0, 1);
+
+    /**
+     * Creates a CartoonEdgeFilter
+     */
+    public CartoonEdgeFilter() {
+        super("CartoonEdgeFilter");
+    }
+
+    @Override
+    protected boolean isRequiresDepthTexture() {
+        return true;
+    }
+
+    @Override
+    protected void postQueue(RenderManager renderManager, ViewPort viewPort) {
+        Renderer r = renderManager.getRenderer();
+        r.setFrameBuffer(normalPass.getRenderFrameBuffer());
+        renderManager.getRenderer().clearBuffers(true, true, true);
+        renderManager.setForcedTechnique("PreNormalPass");
+        renderManager.renderViewPortQueues(viewPort, false);
+        renderManager.setForcedTechnique(null);
+        renderManager.getRenderer().setFrameBuffer(viewPort.getOutputFrameBuffer());
+    }
+
+    @Override
+    protected Material getMaterial() {
+        material.setTexture("NormalsTexture", normalPass.getRenderedTexture());
+        return material;
+    }
+
+    @Override
+    protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
+        normalPass = new Pass();
+        normalPass.init(renderManager.getRenderer(), w, h, Format.RGBA8, Format.Depth);
+        material = new Material(manager, "Common/MatDefs/Post/CartoonEdge.j3md");
+        material.setFloat("EdgeWidth", edgeWidth);
+        material.setFloat("EdgeIntensity", edgeIntensity);
+        material.setFloat("NormalThreshold", normalThreshold);
+        material.setFloat("DepthThreshold", depthThreshold);
+        material.setFloat("NormalSensitivity", normalSensitivity);
+        material.setFloat("DepthSensitivity", depthSensitivity);
+        material.setColor("EdgeColor", edgeColor);
+    }
+
+    /**
+     * Return the depth sensitivity<br>
+     * for more details see {@link setDepthSensitivity(float depthSensitivity)}
+     * @return 
+     */
+    public float getDepthSensitivity() {
+        return depthSensitivity;
+    }
+
+    /**
+     * sets the depth sensitivity<br>
+     * defines how much depth will influence edges, default is 10
+     * @param depthSensitivity 
+     */
+    public void setDepthSensitivity(float depthSensitivity) {
+        this.depthSensitivity = depthSensitivity;
+        if (material != null) {
+            material.setFloat("DepthSensitivity", depthSensitivity);
+        }
+    }
+
+    /**
+     * returns the depth threshold<br>
+     * for more details see {@link setDepthThreshold(float depthThreshold)}
+     * @return 
+     */
+    public float getDepthThreshold() {
+        return depthThreshold;
+    }
+
+    /**
+     * sets the depth threshold<br>
+     * Defines at what threshold of difference of depth an edge is outlined default is 0.1f
+     * @param depthThreshold 
+     */
+    public void setDepthThreshold(float depthThreshold) {
+        this.depthThreshold = depthThreshold;
+        if (material != null) {
+            material.setFloat("DepthThreshold", depthThreshold);
+        }
+    }
+
+    /**
+     * returns the edge intensity<br>
+     * for more details see {@link setEdgeIntensity(float edgeIntensity) }
+     * @return 
+     */
+    public float getEdgeIntensity() {
+        return edgeIntensity;
+    }
+
+    /**
+     * sets the edge intensity<br>
+     * Defineshow visilble will be the outlined edges
+     * @param edgeIntensity 
+     */
+    public void setEdgeIntensity(float edgeIntensity) {
+        this.edgeIntensity = edgeIntensity;
+        if (material != null) {
+            material.setFloat("EdgeIntensity", edgeIntensity);
+        }
+    }
+
+    /**
+     * returns the width of the edges
+     * @return 
+     */
+    public float getEdgeWidth() {
+        return edgeWidth;
+    }
+
+    /**
+     * sets the witdh of the edge in pixels default is 1
+     * @param edgeWidth 
+     */
+    public void setEdgeWidth(float edgeWidth) {
+        this.edgeWidth = edgeWidth;
+        if (material != null) {
+            material.setFloat("EdgeWidth", edgeWidth);
+        }
+
+    }
+
+    /**
+     * returns the normals sensitivity<br>
+     * form more details see {@link setNormalSensitivity(float normalSensitivity)}
+     * @return 
+     */
+    public float getNormalSensitivity() {
+        return normalSensitivity;
+    }
+
+    /**
+     * sets the normals sensitivity default is 1
+     * @param normalSensitivity 
+     */
+    public void setNormalSensitivity(float normalSensitivity) {
+        this.normalSensitivity = normalSensitivity;
+        if (material != null) {
+            material.setFloat("NormalSensitivity", normalSensitivity);
+        }
+    }
+
+    /**
+     * returns the normal threshold<br>
+     * for more details see {@link setNormalThreshold(float normalThreshold)}
+     * 
+     * @return 
+     */
+    public float getNormalThreshold() {
+        return normalThreshold;
+    }
+
+    /**
+     * sets the normal threshold default is 0.5
+     * @param normalThreshold 
+     */
+    public void setNormalThreshold(float normalThreshold) {
+        this.normalThreshold = normalThreshold;
+        if (material != null) {
+            material.setFloat("NormalThreshold", normalThreshold);
+        }
+    }
+
+    /**
+     * returns the edge color
+     * @return
+     */
+    public ColorRGBA getEdgeColor() {
+        return edgeColor;
+    }
+
+    /**
+     * Sets the edge color, default is black
+     * @param edgeColor
+     */
+    public void setEdgeColor(ColorRGBA edgeColor) {
+        this.edgeColor = edgeColor;
+        if (material != null) {
+            material.setColor("EdgeColor", edgeColor);
+        }
+    }
+}

+ 111 - 0
engine/src/core/com/jme3/post/filters/ColorOverlayFilter.java

@@ -0,0 +1,111 @@
+/*
+ * Copyright (c) 2009-2010 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.export.InputCapsule;
+import com.jme3.export.JmeExporter;
+import com.jme3.export.JmeImporter;
+import com.jme3.export.OutputCapsule;
+import com.jme3.material.Material;
+import com.jme3.math.ColorRGBA;
+import com.jme3.post.Filter;
+import com.jme3.renderer.RenderManager;
+import com.jme3.renderer.ViewPort;
+import java.io.IOException;
+
+/** 
+ * This filter simply multiply the whole scene by a color
+ * @author Rémy Bouquet aka Nehon
+ */
+public class ColorOverlayFilter extends Filter {
+
+    private ColorRGBA color = ColorRGBA.White;
+
+    /**
+     * creates a colorOverlayFilter with a white coor (transparent)
+     */
+    public ColorOverlayFilter() {
+        super("Color Overlay");
+    }
+
+    /**
+     * creates a colorOverlayFilter with the given color
+     * @param color 
+     */
+    public ColorOverlayFilter(ColorRGBA color) {
+        this();
+        this.color = color;
+    }
+
+    @Override
+    protected Material getMaterial() {
+
+        material.setColor("Color", color);
+        return material;
+    }
+
+    /**
+     * returns the color
+     * @return color
+     */
+    public ColorRGBA getColor() {
+        return color;
+    }
+
+    /**
+     * sets the color 
+     * @param color 
+     */
+    public void setColor(ColorRGBA color) {
+        this.color = color;
+    }
+
+    @Override
+    protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
+        material = new Material(manager, "Common/MatDefs/Post/Overlay.j3md");
+    }
+
+    @Override
+    public void write(JmeExporter ex) throws IOException {
+        super.write(ex);
+        OutputCapsule oc = ex.getCapsule(this);
+        oc.write(color, "color", ColorRGBA.White);
+    }
+
+    @Override
+    public void read(JmeImporter im) throws IOException {
+        super.read(im);
+        InputCapsule ic = im.getCapsule(this);
+        color = (ColorRGBA) ic.readSavable("color", ColorRGBA.White);
+    }
+}

+ 305 - 0
engine/src/core/com/jme3/post/filters/CrossHatchFilter.java

@@ -0,0 +1,305 @@
+/*
+ * Copyright (c) 2009-2010 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.math.ColorRGBA;
+import com.jme3.post.Filter;
+import com.jme3.renderer.RenderManager;
+import com.jme3.renderer.ViewPort;
+
+/**
+ * A Post Processing filter that makes the screen look like it was drawn as
+ * diagonal lines with a pen.
+ * Try combining this with a cartoon edge filter to obtain manga style visuals.
+ *
+ * Based on an article from Geeks3D:
+ *    <a href="http://www.geeks3d.com/20110219/shader-library-crosshatching-glsl-filter/" rel="nofollow">http://www.geeks3d.com/20110219/shader-library-crosshatching-glsl-filter/</a>
+ *
+ * @author: Roy Straver a.k.a. Baal Garnaal
+ */
+public class CrossHatchFilter extends Filter {
+
+    private ColorRGBA lineColor = ColorRGBA.Black.clone();
+    private ColorRGBA paperColor = ColorRGBA.White.clone();
+    private float colorInfluenceLine = 0.8f;
+    private float colorInfluencePaper = 0.1f;
+    private float fillValue = 0.9f;
+    private float luminance1 = 0.9f;
+    private float luminance2 = 0.7f;
+    private float luminance3 = 0.5f;
+    private float luminance4 = 0.3f;
+    private float luminance5 = 0.0f;
+    private float lineThickness = 1.0f;
+    private float lineDistance = 4.0f;
+
+    /**
+     * Creates a crossHatch filter
+     */
+    public CrossHatchFilter() {
+        super("CrossHatchFilter");
+    }
+
+    /**
+     * Creates a crossHatch filter
+     * @param lineColor the colors of the lines
+     * @param paperColor the paper color
+     */
+    public CrossHatchFilter(ColorRGBA lineColor, ColorRGBA paperColor) {
+        this();
+        this.lineColor = lineColor;
+        this.paperColor = paperColor;
+    }
+
+    @Override
+    protected boolean isRequiresDepthTexture() {
+        return false;
+    }
+
+    @Override
+    protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
+        material = new Material(manager, "Common/MatDefs/Post/CrossHatch.j3md");
+        material.setColor("LineColor", lineColor);
+        material.setColor("PaperColor", paperColor);
+
+        material.setFloat("ColorInfluenceLine", colorInfluenceLine);
+        material.setFloat("ColorInfluencePaper", colorInfluencePaper);
+
+        material.setFloat("FillValue", fillValue);
+
+        material.setFloat("Luminance1", luminance1);
+        material.setFloat("Luminance2", luminance2);
+        material.setFloat("Luminance3", luminance3);
+        material.setFloat("Luminance4", luminance4);
+        material.setFloat("Luminance5", luminance5);
+
+        material.setFloat("LineThickness", lineThickness);
+        material.setFloat("LineDistance", lineDistance);
+    }
+
+    @Override
+    protected Material getMaterial() {
+        return material;
+    }
+
+    /**
+     * Sets color used to draw lines
+     * @param lineColor 
+     */
+    public void setLineColor(ColorRGBA lineColor) {
+        this.lineColor = lineColor;
+        if (material != null) {
+            material.setColor("LineColor", lineColor);
+        }
+    }
+
+    /**
+     * Sets color used as background
+     * @param paperColor 
+     */
+    public void setPaperColor(ColorRGBA paperColor) {
+        this.paperColor = paperColor;
+        if (material != null) {
+            material.setColor("PaperColor", paperColor);
+        }
+    }
+
+    /**
+     * Sets color influence of original image on lines drawn
+     * @param colorInfluenceLine 
+     */
+    public void setColorInfluenceLine(float colorInfluenceLine) {
+        this.colorInfluenceLine = colorInfluenceLine;
+        if (material != null) {
+            material.setFloat("ColorInfluenceLine", colorInfluenceLine);
+        }
+    }
+
+    /**
+     * Sets color influence of original image on non-line areas
+     * @param colorInfluencePaper 
+     */
+    public void setColorInfluencePaper(float colorInfluencePaper) {
+        this.colorInfluencePaper = colorInfluencePaper;
+        if (material != null) {
+            material.setFloat("ColorInfluencePaper", colorInfluencePaper);
+        }
+    }
+
+    /**
+     * Sets line/paper color ratio for areas with values < luminance5,
+     * really dark areas get no lines but a filled blob instead
+     * @param fillValue 
+     */
+    public void setFillValue(float fillValue) {
+        this.fillValue = fillValue;
+        if (material != null) {
+            material.setFloat("FillValue", fillValue);
+        }
+    }
+
+    /**
+     *
+     * Sets minimum luminance levels for lines drawn
+     * @param luminance1 Top-left to down right 1
+     * @param luminance2 Top-right to bottom left 1
+     * @param luminance3 Top-left to down right 2
+     * @param luminance4 Top-right to bottom left 2
+     * @param luminance5 Blobs
+     */
+    public void setLuminanceLevels(float luminance1, float luminance2, float luminance3, float luminance4, float luminance5) {
+        this.luminance1 = luminance1;
+        this.luminance2 = luminance2;
+        this.luminance3 = luminance3;
+        this.luminance4 = luminance4;
+        this.luminance5 = luminance5;
+
+        if (material != null) {
+            material.setFloat("Luminance1", luminance1);
+            material.setFloat("Luminance2", luminance2);
+            material.setFloat("Luminance3", luminance3);
+            material.setFloat("Luminance4", luminance4);
+            material.setFloat("Luminance5", luminance5);
+        }
+    }
+
+    /**
+     * Sets the thickness of lines drawn
+     * @param lineThickness 
+     */
+    public void setLineThickness(float lineThickness) {
+        this.lineThickness = lineThickness;
+        if (material != null) {
+            material.setFloat("LineThickness", lineThickness);
+        }
+    }
+
+    /**
+     * Sets minimum distance between lines drawn
+     * Primary lines are drawn at 2*lineDistance
+     * Secondary lines are drawn at lineDistance
+     * @param lineDistance 
+     */
+    public void setLineDistance(float lineDistance) {
+        this.lineDistance = lineDistance;
+        if (material != null) {
+            material.setFloat("LineDistance", lineDistance);
+        }
+    }
+
+    /**
+     * Returns line color
+     * @return 
+     */
+    public ColorRGBA getLineColor() {
+        return lineColor;
+    }
+
+    /**
+     * Returns paper background color
+     * @return 
+     */
+    public ColorRGBA getPaperColor() {
+        return paperColor;
+    }
+
+    /**
+     * Returns current influence of image colors on lines
+     */
+    public float getColorInfluenceLine() {
+        return colorInfluenceLine;
+    }
+
+    /**
+     * Returns current influence of image colors on paper background
+     */
+    public float getColorInfluencePaper() {
+        return colorInfluencePaper;
+    }
+
+    /**
+     * Returns line/paper color ratio for blobs
+     */
+    public float getFillValue() {
+        return fillValue;
+    }
+
+    /**
+     * Returns the thickness of the lines drawn
+     */
+    public float getLineThickness() {
+        return lineThickness;
+    }
+
+    /**
+     * Returns minimum distance between lines
+     */
+    public float getLineDistance() {
+        return lineDistance;
+    }
+
+    /**
+     * Returns treshold for lines 1
+     */
+    public float getLuminance1() {
+        return luminance1;
+    }
+
+    /**
+     * Returns treshold for lines 2
+     */
+    public float getLuminance2() {
+        return luminance2;
+    }
+
+    /**
+     * Returns treshold for lines 3
+     */
+    public float getLuminance3() {
+        return luminance3;
+    }
+
+    /**
+     * Returns treshold for lines 4
+     */
+    public float getLuminance4() {
+        return luminance4;
+    }
+
+    /**
+     * Returns treshold for blobs
+     */
+    public float getLuminance5() {
+        return luminance5;
+    }
+}

+ 158 - 0
engine/src/core/com/jme3/post/filters/DepthOfFieldFilter.java

@@ -0,0 +1,158 @@
+/*
+ * Copyright (c) 2009-2010 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 that performs a depth range
+ *  blur using a scaled convolution filter.
+ *
+ *  @version   $Revision: 779 $
+ *  @author    Paul Speed
+ */
+public class DepthOfFieldFilter extends Filter {
+
+    private float focusDistance = 50f;
+    private float focusRange = 10f;
+    private float blurScale = 1f;
+    // These values are set internally based on the
+    // viewport size.
+    private float xScale;
+    private float yScale;
+
+    /**
+     * Creates a DepthOfField filter
+     */
+    public DepthOfFieldFilter() {
+        super("Depth Of Field");
+    }
+
+    @Override
+    protected boolean isRequiresDepthTexture() {
+        return true;
+    }
+
+    @Override
+    protected Material getMaterial() {
+
+        return material;
+    }
+
+    @Override
+    protected void initFilter(AssetManager assets, RenderManager renderManager,
+            ViewPort vp, int w, int h) {
+        material = new Material(assets, "Common/MatDefs/Post/DepthOfField.j3md");
+        material.setFloat("FocusDistance", focusDistance);
+        material.setFloat("FocusRange", focusRange);
+
+
+        xScale = 1.0f / w;
+        yScale = 1.0f / h;
+
+        material.setFloat("XScale", blurScale * xScale);
+        material.setFloat("YScale", blurScale * yScale);
+    }
+
+    /**
+     *  Sets the distance at which objects are purely in focus.
+     */
+    public void setFocusDistance(float f) {
+
+        this.focusDistance = f;
+        if (material != null) {
+            material.setFloat("FocusDistance", focusDistance);
+        }
+
+    }
+
+    /**
+     * returns the focus distance
+     * @return 
+     */
+    public float getFocusDistance() {
+        return focusDistance;
+    }
+
+    /**
+     *  Sets the range to either side of focusDistance where the
+     *  objects go gradually out of focus.  Less than focusDistance - focusRange
+     *  and greater than focusDistance + focusRange, objects are maximally "blurred".
+     */
+    public void setFocusRange(float f) {
+        this.focusRange = f;
+        if (material != null) {
+            material.setFloat("FocusRange", focusRange);
+        }
+
+    }
+
+    /**
+     * returns the focus range
+     * @return 
+     */
+    public float getFocusRange() {
+        return focusRange;
+    }
+
+    /**
+     *  Sets the blur amount by scaling the convolution filter up or
+     *  down.  A value of 1 (the default) performs a sparse 5x5 evenly
+     *  distribubted convolution at pixel level accuracy.  Higher values skip
+     *  more pixels, and so on until you are no longer blurring the image
+     *  but simply hashing it.
+     *
+     *  The sparse convolution is as follows:
+     *%MINIFYHTMLc3d0cd9fab65de6875a381fd3f83e1b338%*
+     *  Where 'x' is the texel being modified.  Setting blur scale higher
+     *  than 1 spaces the samples out.
+     */
+    public void setBlurScale(float f) {
+        this.blurScale = f;
+        if (material != null) {
+            material.setFloat("XScale", blurScale * xScale);
+            material.setFloat("YScale", blurScale * yScale);
+        }
+    }
+
+    /**
+     * returns the blur scale
+     * @return 
+     */
+    public float getBlurScale() {
+        return blurScale;
+    }
+}

+ 95 - 0
engine/src/core/com/jme3/post/filters/FXAAFilter.java

@@ -0,0 +1,95 @@
+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;
+    }
+
+    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("SubPixelShif", 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;
+    }
+}

+ 170 - 0
engine/src/core/com/jme3/post/filters/FadeFilter.java

@@ -0,0 +1,170 @@
+/*
+ * Copyright (c) 2009-2010 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.export.InputCapsule;
+import com.jme3.export.JmeExporter;
+import com.jme3.export.JmeImporter;
+import com.jme3.export.OutputCapsule;
+import com.jme3.material.Material;
+import com.jme3.post.Filter;
+import com.jme3.renderer.RenderManager;
+import com.jme3.renderer.ViewPort;
+import java.io.IOException;
+
+/**
+ *
+ * Fade Filter allows you to make an animated fade effect on a scene.
+ * @author Rémy Bouquet aka Nehon
+ * implemented from boxjar implementation
+ * @see <a href="http://jmonkeyengine.org/groups/graphics/forum/topic/newbie-question-general-fade-inout-effect/#post-105559">http://jmonkeyengine.org/groups/graphics/forum/topic/newbie-question-general-fade-inout-effect/#post-105559</a>
+ */
+public class FadeFilter extends Filter {
+
+    private float value = 1;
+    private boolean playing = false;
+    private float direction = 1;
+    private float duration = 1;
+
+    /**
+     * Creates a FadeFilter
+     */
+    public FadeFilter() {
+        super("Fade In/Out");
+    }
+
+    /**
+     * Creates a FadeFilter with the given duration
+     * @param duration 
+     */
+    public FadeFilter(float duration) {
+        this();
+        this.duration = duration;
+    }
+
+    @Override
+    protected Material getMaterial() {
+        material.setFloat("Value", value);
+        return material;
+    }
+
+    @Override
+    protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
+        material = new Material(manager, "Common/MatDefs/Post/Fade.j3md");
+    }
+
+    @Override
+    protected void preFrame(float tpf) {
+        if (playing) {
+            value += tpf * direction / duration;
+
+            if (direction > 0 && value > 1) {
+                value = 1;
+                playing = false;
+                setEnabled(false);
+            }
+            if (direction < 0 && value < 0) {
+                value = 0;
+                playing = false;
+                setEnabled(false);
+            }
+        }
+    }
+
+    /**
+     * returns the duration of the effect 
+     * @return 
+     */
+    public float getDuration() {
+        return duration;
+    }
+
+    /**
+     * Sets the duration of the filter default is 1 second
+     * @param duration 
+     */
+    public void setDuration(float duration) {
+        this.duration = duration;
+    }
+
+    /**
+     * fades the scene in (black to scene)
+     */
+    public void fadeIn() {
+        setEnabled(true);
+        direction = 1;
+        playing = true;
+    }
+
+    /**
+     * fades the scene out (scene to black)
+     */
+    public void fadeOut() {
+        setEnabled(true);
+        direction = -1;
+        playing = true;
+
+    }
+
+    @Override
+    public void write(JmeExporter ex) throws IOException {
+        super.write(ex);
+        OutputCapsule oc = ex.getCapsule(this);
+        oc.write(duration, "duration", 1);
+    }
+
+    @Override
+    public void read(JmeImporter im) throws IOException {
+        super.read(im);
+        InputCapsule ic = im.getCapsule(this);
+        duration = ic.readFloat("duration", 1);
+    }
+
+    /**
+     * return the current value of the fading
+     * can be used to chack if fade is complete (eg value=1)
+     * @return 
+     */
+    public float getValue() {
+        return value;
+    }
+
+    /**
+     * sets the fade value
+     * can be used to force complete black or compete scene
+     * @param value 
+     */
+    public void setValue(float value) {
+        this.value = value;
+    }
+}

+ 172 - 0
engine/src/core/com/jme3/post/filters/FogFilter.java

@@ -0,0 +1,172 @@
+/*
+ * Copyright (c) 2009-2010 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.export.InputCapsule;
+import com.jme3.export.JmeExporter;
+import com.jme3.export.JmeImporter;
+import com.jme3.export.OutputCapsule;
+import com.jme3.material.Material;
+import com.jme3.math.ColorRGBA;
+import com.jme3.post.Filter;
+import com.jme3.renderer.RenderManager;
+import com.jme3.renderer.ViewPort;
+import java.io.IOException;
+
+/**
+ * A filter to render a fog effect
+ * @author Rémy Bouquet aka Nehon
+ */
+public class FogFilter extends Filter {
+
+    private ColorRGBA fogColor = ColorRGBA.White.clone();
+    private float fogDensity = 0.7f;
+    private float fogDistance = 1000;
+
+    /**
+     * Creates a FogFilter
+     */
+    public FogFilter() {
+        super("FogFilter");
+    }
+
+    /**
+     * Create a fog filter 
+     * @param fogColor the color of the fog (default is white)
+     * @param fogDensity the density of the fog (default is 0.7)
+     * @param fogDistance the distance of the fog (default is 1000)
+     */
+    public FogFilter(ColorRGBA fogColor, float fogDensity, float fogDistance) {
+        this();
+        this.fogColor = fogColor;
+        this.fogDensity = fogDensity;
+        this.fogDistance = fogDistance;
+    }
+
+    @Override
+    protected boolean isRequiresDepthTexture() {
+        return true;
+    }
+
+    @Override
+    protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
+        material = new Material(manager, "Common/MatDefs/Post/Fog.j3md");
+        material.setColor("FogColor", fogColor);
+        material.setFloat("FogDensity", fogDensity);
+        material.setFloat("FogDistance", fogDistance);
+    }
+
+    @Override
+    protected Material getMaterial() {
+
+        return material;
+    }
+
+
+    /**
+     * returns the fog color
+     * @return
+     */
+    public ColorRGBA getFogColor() {
+        return fogColor;
+    }
+
+    /**
+     * Sets the color of the fog
+     * @param fogColor
+     */
+    public void setFogColor(ColorRGBA fogColor) {
+        if (material != null) {
+            material.setColor("FogColor", fogColor);
+        }
+        this.fogColor = fogColor;
+    }
+
+    /**
+     * returns the fog density
+     * @return
+     */
+    public float getFogDensity() {
+        return fogDensity;
+    }
+
+    /**
+     * Sets the density of the fog, a high value gives a thick fog
+     * @param fogColor
+     */
+    public void setFogDensity(float fogDensity) {
+        if (material != null) {
+            material.setFloat("FogDensity", fogDensity);
+        }
+        this.fogDensity = fogDensity;
+    }
+
+    /**
+     * returns the fog distance
+     * @return
+     */
+    public float getFogDistance() {
+        return fogDistance;
+    }
+
+    /**
+     * the distance of the fog. the higer the value the distant the fog looks
+     * @param fogDistance
+     */
+    public void setFogDistance(float fogDistance) {
+        if (material != null) {
+            material.setFloat("FogDistance", fogDistance);
+        }
+        this.fogDistance = fogDistance;
+    }
+
+    @Override
+    public void write(JmeExporter ex) throws IOException {
+        super.write(ex);
+        OutputCapsule oc = ex.getCapsule(this);
+        oc.write(fogColor, "fogColor", ColorRGBA.White.clone());
+        oc.write(fogDensity, "fogDensity", 0.7f);
+        oc.write(fogDistance, "fogDistance", 1000);
+    }
+
+    @Override
+    public void read(JmeImporter im) throws IOException {
+        super.read(im);
+        InputCapsule ic = im.getCapsule(this);
+        fogColor = (ColorRGBA) ic.readSavable("fogColor", ColorRGBA.White.clone());
+        fogDensity = ic.readFloat("fogDensity", 0.7f);
+        fogDistance = ic.readFloat("fogDistance", 1000);
+    }
+
+
+}

+ 78 - 0
engine/src/core/com/jme3/post/filters/GammaCorrectionFilter.java

@@ -0,0 +1,78 @@
+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;
+
+/**
+ * 
+ * @author Phate666
+ * @version 1.0 initial version
+ * @version 1.1 added luma
+ */
+public class GammaCorrectionFilter extends Filter
+{
+	private float gamma = 2.0f;
+	private boolean computeLuma = false;
+
+	public GammaCorrectionFilter()
+	{
+		super("GammaCorrectionFilter");
+	}
+
+	public GammaCorrectionFilter(float gamma)
+	{
+		this();
+		this.setGamma(gamma);
+	}
+
+	@Override
+	protected Material getMaterial()
+	{
+		return material;
+	}
+
+	@Override
+	protected void initFilter(AssetManager manager,
+			RenderManager renderManager, ViewPort vp, int w, int h)
+	{
+		material = new Material(manager,
+				"Common/MatDefs/Post/GammaCorrection.j3md");
+		material.setFloat("gamma", gamma);
+		material.setBoolean("computeLuma", computeLuma);
+	}
+
+	public float getGamma()
+	{
+		return gamma;
+	}
+
+	/**
+	 * set to 0.0 to disable gamma correction
+	 * @param gamma
+	 */
+	public void setGamma(float gamma)
+	{
+		if (material != null)
+		{
+			material.setFloat("gamma", gamma);
+		}
+		this.gamma = gamma;
+	}
+
+	public boolean isComputeLuma()
+	{
+		return computeLuma;
+	}
+
+	public void setComputeLuma(boolean computeLuma)
+	{
+		if (material != null)
+		{
+			material.setBoolean("computeLuma", computeLuma);
+		}
+		this.computeLuma = computeLuma;
+	}
+}

+ 243 - 0
engine/src/core/com/jme3/post/filters/LightScatteringFilter.java

@@ -0,0 +1,243 @@
+/*
+ * Copyright (c) 2009-2010 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.export.InputCapsule;
+import com.jme3.export.JmeExporter;
+import com.jme3.export.JmeImporter;
+import com.jme3.export.OutputCapsule;
+import com.jme3.material.Material;
+import com.jme3.math.Vector3f;
+import com.jme3.post.Filter;
+import com.jme3.renderer.Camera;
+import com.jme3.renderer.RenderManager;
+import com.jme3.renderer.ViewPort;
+import java.io.IOException;
+
+/**
+ * LightScattering filters creates rays comming from a light sources 
+ * This is often reffered as god rays.
+ *
+ * @author Rémy Bouquet aka Nehon
+ */
+public class LightScatteringFilter extends Filter {
+
+    private Vector3f lightPosition;
+    private Vector3f screenLightPos = new Vector3f();
+    private int nbSamples = 50;
+    private float blurStart = 0.02f;
+    private float blurWidth = 0.9f;
+    private float lightDensity = 1.4f;
+    private boolean adaptative = true;
+    Vector3f viewLightPos = new Vector3f();
+    private boolean display = true;
+    private float innerLightDensity;
+
+    /**
+     * creates a lightScaterring filter
+     */
+    public LightScatteringFilter() {
+        super("Light Scattering");
+    }
+
+    /**
+     * Creates a lightScatteringFilter
+     * @param lightPosition 
+     */
+    public LightScatteringFilter(Vector3f lightPosition) {
+        this();
+        this.lightPosition = lightPosition;
+    }
+
+    @Override
+    protected boolean isRequiresDepthTexture() {
+        return true;
+    }
+
+    @Override
+    protected Material getMaterial() {
+        material.setVector3("LightPosition", screenLightPos);
+        material.setInt("NbSamples", nbSamples);
+        material.setFloat("BlurStart", blurStart);
+        material.setFloat("BlurWidth", blurWidth);
+        material.setFloat("LightDensity", innerLightDensity);
+        material.setBoolean("Display", display);
+        return material;
+    }
+
+    @Override
+    protected void postQueue(RenderManager renderManager, ViewPort viewPort) {
+        getClipCoordinates(lightPosition, screenLightPos, viewPort.getCamera());
+        //  screenLightPos.x = screenLightPos.x / viewPort.getCamera().getWidth();
+        //  screenLightPos.y = screenLightPos.y / viewPort.getCamera().getHeight();
+
+        viewPort.getCamera().getViewMatrix().mult(lightPosition, viewLightPos);
+        //System.err.println("viewLightPos "+viewLightPos);
+        display = screenLightPos.x < 1.6f && screenLightPos.x > -0.6f && screenLightPos.y < 1.6f && screenLightPos.y > -0.6f && viewLightPos.z < 0;
+//System.err.println("camdir "+viewPort.getCamera().getDirection());
+//System.err.println("lightPos "+lightPosition);
+//System.err.println("screenLightPos "+screenLightPos);
+        if (adaptative) {
+            innerLightDensity = Math.max(lightDensity - Math.max(screenLightPos.x, screenLightPos.y), 0.0f);
+        } else {
+            innerLightDensity = lightDensity;
+        }
+    }
+
+    private Vector3f getClipCoordinates(Vector3f worldPosition, Vector3f store, Camera cam) {
+
+        float w = cam.getViewProjectionMatrix().multProj(worldPosition, store);
+        store.divideLocal(w);
+
+        store.x = ((store.x + 1f) * (cam.getViewPortRight() - cam.getViewPortLeft()) / 2f + cam.getViewPortLeft());
+        store.y = ((store.y + 1f) * (cam.getViewPortTop() - cam.getViewPortBottom()) / 2f + cam.getViewPortBottom());
+        store.z = (store.z + 1f) / 2f;
+
+        return store;
+    }
+
+    @Override
+    protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
+        material = new Material(manager, "Common/MatDefs/Post/LightScattering.j3md");
+    }
+
+    /**
+     * returns the blur start of the scattering 
+     * see {@link  setBlurStart(float blurStart)}
+     * @return 
+     */
+    public float getBlurStart() {
+        return blurStart;
+    }
+
+    /**
+     * sets the blur start<br>
+     * at which distance from the light source the effect starts default is 0.02
+     * @param blurStart 
+     */
+    public void setBlurStart(float blurStart) {
+        this.blurStart = blurStart;
+    }
+
+    /**
+     * returns the blur width<br>
+     * see {@link setBlurWidth(float blurWidth)}
+     * @return 
+     */
+    public float getBlurWidth() {
+        return blurWidth;
+    }
+
+    /**
+     * sets the blur width default is 0.9
+     * @param blurWidth 
+     */
+    public void setBlurWidth(float blurWidth) {
+        this.blurWidth = blurWidth;
+    }
+
+    /**
+     * retiurns the light density<br>
+     * see {@link setLightDensity(float lightDensity)}
+     * 
+     * @return 
+     */
+    public float getLightDensity() {
+        return lightDensity;
+    }
+
+    /**
+     * sets how much the effect is visible over the rendered scene default is 1.4
+     * @param lightDensity 
+     */
+    public void setLightDensity(float lightDensity) {
+        this.lightDensity = lightDensity;
+    }
+
+    /**
+     * returns the light position
+     * @return 
+     */
+    public Vector3f getLightPosition() {
+        return lightPosition;
+    }
+
+    /**
+     * sets the light position
+     * @param lightPosition 
+     */
+    public void setLightPosition(Vector3f lightPosition) {
+        this.lightPosition = lightPosition;
+    }
+
+    /**
+     * returns the nmber of samples for the radial blur
+     * @return 
+     */
+    public int getNbSamples() {
+        return nbSamples;
+    }
+
+    /**
+     * sets the number of samples for the radial blur default is 50
+     * the higher the value the higher the quality, but the slower the performances.
+     * @param nbSamples 
+     */
+    public void setNbSamples(int nbSamples) {
+        this.nbSamples = nbSamples;
+    }
+
+    @Override
+    public void write(JmeExporter ex) throws IOException {
+        super.write(ex);
+        OutputCapsule oc = ex.getCapsule(this);
+        oc.write(lightPosition, "lightPosition", Vector3f.ZERO);
+        oc.write(nbSamples, "nbSamples", 50);
+        oc.write(blurStart, "blurStart", 0.02f);
+        oc.write(blurWidth, "blurWidth", 0.9f);
+        oc.write(lightDensity, "lightDensity", 1.4f);
+        oc.write(adaptative, "adaptative", true);
+    }
+
+    @Override
+    public void read(JmeImporter im) throws IOException {
+        super.read(im);
+        InputCapsule ic = im.getCapsule(this);
+        lightPosition = (Vector3f) ic.readSavable("lightPosition", Vector3f.ZERO);
+        nbSamples = ic.readInt("nbSamples", 50);
+        blurStart = ic.readFloat("blurStart", 0.02f);
+        blurWidth = ic.readFloat("blurWidth", 0.9f);
+        lightDensity = ic.readFloat("lightDensity", 1.4f);
+        adaptative = ic.readBoolean("adaptative", true);
+    }
+}

+ 147 - 0
engine/src/core/com/jme3/post/filters/PosterizationFilter.java

@@ -0,0 +1,147 @@
+/*
+ * Copyright (c) 2009-2010 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;
+    }
+}

+ 156 - 0
engine/src/core/com/jme3/post/filters/RadialBlurFilter.java

@@ -0,0 +1,156 @@
+/*
+ * Copyright (c) 2009-2010 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.export.InputCapsule;
+import com.jme3.export.JmeExporter;
+import com.jme3.export.JmeImporter;
+import com.jme3.export.OutputCapsule;
+import com.jme3.material.Material;
+import com.jme3.post.Filter;
+import com.jme3.renderer.RenderManager;
+import com.jme3.renderer.ViewPort;
+import com.jme3.shader.VarType;
+import java.io.IOException;
+
+/**
+ * Radially blurs the scene from the center of it
+ * @author Rémy Bouquet aka Nehon
+ */
+public class RadialBlurFilter extends Filter {
+
+    private float sampleDist = 1.0f;
+    private float sampleStrength = 2.2f;
+    private float[] samples = {-0.08f, -0.05f, -0.03f, -0.02f, -0.01f, 0.01f, 0.02f, 0.03f, 0.05f, 0.08f};
+
+    /**
+     * Creates a RadialBlurFilter
+     */
+    public RadialBlurFilter() {
+        super("Radial blur");
+    }
+
+    /**
+     * Creates a RadialBlurFilter
+     * @param sampleDist the distance between samples
+     * @param sampleStrength the strenght of each sample
+     */
+    public RadialBlurFilter(float sampleDist, float sampleStrength) {
+        this();
+        this.sampleDist = sampleDist;
+        this.sampleStrength = sampleStrength;
+    }
+
+    @Override
+    protected Material getMaterial() {
+
+        material.setFloat("SampleDist", sampleDist);
+        material.setFloat("SampleStrength", sampleStrength);
+        material.setParam("Samples", VarType.FloatArray, samples);
+
+        return material;
+    }
+
+    /**
+     * return the sample distance
+     * @return 
+     */
+    public float getSampleDistance() {
+        return sampleDist;
+    }
+
+    /**
+     * sets the samples distances default is 1
+     * @param sampleDist 
+     */
+    public void setSampleDistance(float sampleDist) {
+        this.sampleDist = sampleDist;
+    }
+
+    /**
+     * 
+     * @return 
+     * @deprecated use {@link getSampleDistance()}
+     */
+    @Deprecated
+    public float getSampleDist() {
+        return sampleDist;
+    }
+
+    /**
+     * 
+     * @param sampleDist
+     * @deprecated use {@link setSampleDistance(float sampleDist)}
+     */
+    @Deprecated
+    public void setSampleDist(float sampleDist) {
+        this.sampleDist = sampleDist;
+    }
+
+    /**
+     * Returns the sample Strength
+     * @return 
+     */
+    public float getSampleStrength() {
+        return sampleStrength;
+    }
+
+    /**
+     * sets the sample streanght default is 2.2
+     * @param sampleStrength 
+     */
+    public void setSampleStrength(float sampleStrength) {
+        this.sampleStrength = sampleStrength;
+    }
+
+    @Override
+    protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
+        material = new Material(manager, "Common/MatDefs/Blur/RadialBlur.j3md");
+    }
+
+    @Override
+    public void write(JmeExporter ex) throws IOException {
+        super.write(ex);
+        OutputCapsule oc = ex.getCapsule(this);
+        oc.write(sampleDist, "sampleDist", 1.0f);
+        oc.write(sampleStrength, "sampleStrength", 2.2f);
+    }
+
+    @Override
+    public void read(JmeImporter im) throws IOException {
+        super.read(im);
+        InputCapsule ic = im.getCapsule(this);
+        sampleDist = ic.readFloat("sampleDist", 1.0f);
+        sampleStrength = ic.readFloat("sampleStrength", 2.2f);
+    }
+}

+ 80 - 0
engine/src/core/com/jme3/post/filters/TranslucentBucketFilter.java

@@ -0,0 +1,80 @@
+/*
+ * To change this template, choose Tools | Templates
+ * and open the template in the editor.
+ */
+package com.jme3.post.filters;
+
+import com.jme3.asset.AssetManager;
+import com.jme3.material.Material;
+import com.jme3.math.ColorRGBA;
+import com.jme3.post.Filter;
+import com.jme3.renderer.RenderManager;
+import com.jme3.renderer.Renderer;
+import com.jme3.renderer.ViewPort;
+import com.jme3.renderer.queue.RenderQueue;
+import com.jme3.texture.FrameBuffer;
+import com.jme3.texture.Texture2D;
+
+/**
+ * A filter to handle translucent objects when rendering a scene with filters that uses depth like WaterFilter and SSAOFilter
+ * just create a TranslucentBucketFilter and add it to the Filter list of a FilterPostPorcessor
+ * @author Nehon
+ */
+public final class TranslucentBucketFilter extends Filter {
+
+    private RenderManager renderManager;
+
+    @Override
+    protected void initFilter(AssetManager manager, RenderManager rm, ViewPort vp, int w, int h) {
+        this.renderManager = rm;
+        material = new Material(manager, "Common/MatDefs/Post/Overlay.j3md");
+        material.setColor("Color", ColorRGBA.White);
+        Texture2D tex = processor.getFilterTexture();
+        material.setTexture("Texture", tex);
+        if (tex.getImage().getMultiSamples() > 1) {
+            material.setInt("NumSamples", tex.getImage().getMultiSamples());
+        } else {
+            material.clearParam("NumSamples");
+        }
+        renderManager.setHandleTranslucentBucket(false);
+    }
+
+    /**
+     * Override this method and return false if your Filter does not need the scene texture
+     * @return
+     */
+    @Override
+    protected boolean isRequiresSceneTexture() {
+        return false;
+    }
+
+    @Override
+    protected void postFrame(RenderManager renderManager, ViewPort viewPort, FrameBuffer prevFilterBuffer, FrameBuffer sceneBuffer) {
+        renderManager.setCamera(viewPort.getCamera(), false);
+        if (prevFilterBuffer != sceneBuffer) {
+            renderManager.getRenderer().copyFrameBuffer(prevFilterBuffer, sceneBuffer, false);
+        }
+        renderManager.getRenderer().setFrameBuffer(sceneBuffer);
+        viewPort.getQueue().renderQueue(RenderQueue.Bucket.Translucent, renderManager, viewPort.getCamera());
+    }
+
+    @Override
+    protected void cleanUpFilter(Renderer r) {
+        if (renderManager != null) {
+            renderManager.setHandleTranslucentBucket(true);
+        }
+    }
+
+    @Override
+    protected Material getMaterial() {
+        return material;
+    }
+
+    @Override
+    public void setEnabled(boolean enabled) {
+        super.setEnabled(enabled);
+        if (renderManager != null) {
+            renderManager.setHandleTranslucentBucket(!enabled);
+        }
+    }
+}

+ 326 - 0
engine/src/core/com/jme3/post/ssao/SSAOFilter.java

@@ -0,0 +1,326 @@
+/*
+ * Copyright (c) 2009-2010 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.ssao;
+
+import com.jme3.asset.AssetManager;
+import com.jme3.export.InputCapsule;
+import com.jme3.export.JmeExporter;
+import com.jme3.export.JmeImporter;
+import com.jme3.export.OutputCapsule;
+import com.jme3.material.Material;
+import com.jme3.math.Vector2f;
+import com.jme3.math.Vector3f;
+import com.jme3.post.Filter;
+import com.jme3.post.Filter.Pass;
+import com.jme3.renderer.RenderManager;
+import com.jme3.renderer.Renderer;
+import com.jme3.renderer.ViewPort;
+import com.jme3.shader.VarType;
+import com.jme3.texture.Image.Format;
+import com.jme3.texture.Texture;
+import java.io.IOException;
+import java.util.ArrayList;
+
+/**
+ * SSAO stands for screen space ambient occlusion
+ * It's a technique that fake ambient lighting by computing shadows that near by objects would casts on each others 
+ * under the effect of an ambient light
+ * more info on this in this blog post <a href="http://jmonkeyengine.org/2010/08/16/screen-space-ambient-occlusion-for-jmonkeyengine-3-0/">http://jmonkeyengine.org/2010/08/16/screen-space-ambient-occlusion-for-jmonkeyengine-3-0/</a>
+ * 
+ * @author Rémy Bouquet aka Nehon
+ */
+public class SSAOFilter extends Filter {
+
+    private Pass normalPass;
+    private Vector3f frustumCorner;
+    private Vector2f frustumNearFar;
+    private Vector2f[] samples = {new Vector2f(1.0f, 0.0f), new Vector2f(-1.0f, 0.0f), new Vector2f(0.0f, 1.0f), new Vector2f(0.0f, -1.0f)};
+    private float sampleRadius = 5.1f;
+    private float intensity = 1.5f;
+    private float scale = 0.2f;
+    private float bias = 0.1f;
+    private boolean useOnlyAo = false;
+    private boolean useAo = true;
+    private Material ssaoMat;
+    private Pass ssaoPass;
+//    private Material downSampleMat;
+//    private Pass downSamplePass;
+    private float downSampleFactor = 1f;
+
+    /**
+     * Create a Screen Space Ambient Occlusion Filter
+     */
+    public SSAOFilter() {
+        super("SSAOFilter");
+    }
+
+    /**
+     * Create a Screen Space Ambient Occlusion Filter
+     * @param sampleRadius The radius of the area where random samples will be picked. default 5.1f
+     * @param intensity intensity of the resulting AO. default 1.2f
+     * @param scale distance between occluders and occludee. default 0.2f
+     * @param bias the width of the occlusion cone considered by the occludee. default 0.1f
+     */
+    public SSAOFilter(float sampleRadius, float intensity, float scale, float bias) {
+        this();
+        this.sampleRadius = sampleRadius;
+        this.intensity = intensity;
+        this.scale = scale;
+        this.bias = bias;
+    }
+
+    @Override
+    protected boolean isRequiresDepthTexture() {
+        return true;
+    }
+
+    @Override
+    protected void postQueue(RenderManager renderManager, ViewPort viewPort) {
+        Renderer r = renderManager.getRenderer();
+        r.setFrameBuffer(normalPass.getRenderFrameBuffer());
+        renderManager.getRenderer().clearBuffers(true, true, true);
+        renderManager.setForcedTechnique("PreNormalPass");
+        renderManager.renderViewPortQueues(viewPort, false);
+        renderManager.setForcedTechnique(null);
+        renderManager.getRenderer().setFrameBuffer(viewPort.getOutputFrameBuffer());
+    }
+
+    @Override
+    protected Material getMaterial() {
+        return material;
+    }
+
+    @Override
+    protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
+        int screenWidth = w;
+        int screenHeight = h;
+        postRenderPasses = new ArrayList<Pass>();
+
+        normalPass = new Pass();
+        normalPass.init(renderManager.getRenderer(), (int) (screenWidth / downSampleFactor), (int) (screenHeight / downSampleFactor), Format.RGBA8, Format.Depth);
+
+
+        frustumNearFar = new Vector2f();
+
+        float farY = (vp.getCamera().getFrustumTop() / vp.getCamera().getFrustumNear()) * vp.getCamera().getFrustumFar();
+        float farX = farY * ((float) screenWidth / (float) screenHeight);
+        frustumCorner = new Vector3f(farX, farY, vp.getCamera().getFrustumFar());
+        frustumNearFar.x = vp.getCamera().getFrustumNear();
+        frustumNearFar.y = vp.getCamera().getFrustumFar();
+
+
+
+
+
+        //ssao Pass
+        ssaoMat = new Material(manager, "Common/MatDefs/SSAO/ssao.j3md");
+        ssaoMat.setTexture("Normals", normalPass.getRenderedTexture());
+        Texture random = manager.loadTexture("Common/MatDefs/SSAO/Textures/random.png");
+        random.setWrap(Texture.WrapMode.Repeat);
+        ssaoMat.setTexture("RandomMap", random);
+
+        ssaoPass = new Pass() {
+
+            @Override
+            public boolean requiresDepthAsTexture() {
+                return true;
+            }
+        };
+
+        ssaoPass.init(renderManager.getRenderer(), (int) (screenWidth / downSampleFactor), (int) (screenHeight / downSampleFactor), Format.RGBA8, Format.Depth, 1, ssaoMat);
+        ssaoPass.getRenderedTexture().setMinFilter(Texture.MinFilter.Trilinear);
+        ssaoPass.getRenderedTexture().setMagFilter(Texture.MagFilter.Bilinear);
+        postRenderPasses.add(ssaoPass);
+        material = new Material(manager, "Common/MatDefs/SSAO/ssaoBlur.j3md");
+        material.setTexture("SSAOMap", ssaoPass.getRenderedTexture());
+
+        ssaoMat.setVector3("FrustumCorner", frustumCorner);
+        ssaoMat.setFloat("SampleRadius", sampleRadius);
+        ssaoMat.setFloat("Intensity", intensity);
+        ssaoMat.setFloat("Scale", scale);
+        ssaoMat.setFloat("Bias", bias);
+        material.setBoolean("UseAo", useAo);
+        material.setBoolean("UseOnlyAo", useOnlyAo);
+        ssaoMat.setVector2("FrustumNearFar", frustumNearFar);
+        material.setVector2("FrustumNearFar", frustumNearFar);
+        ssaoMat.setParam("Samples", VarType.Vector2Array, samples);
+
+        float xScale = 1.0f / w;
+        float yScale = 1.0f / h;
+
+        float blurScale = 2f;
+        material.setFloat("XScale", blurScale * xScale);
+        material.setFloat("YScale", blurScale * yScale);
+
+    }
+
+    /**
+     * Return the bias<br>
+     * see {@link  setBias(float bias)}
+     * @return 
+     */
+    public float getBias() {
+        return bias;
+    }
+
+    /**
+     * Sets the the width of the occlusion cone considered by the occludee default is 0.1f
+     * @param bias 
+     */
+    public void setBias(float bias) {
+        this.bias = bias;
+        if (ssaoMat != null) {
+            ssaoMat.setFloat("Bias", bias);
+        }
+    }
+
+    /**
+     * returns the ambient occlusion intensity
+     * @return 
+     */
+    public float getIntensity() {
+        return intensity;
+    }
+
+    /**
+     * Sets the Ambient occlusion intensity default is 1.2f
+     * @param intensity 
+     */
+    public void setIntensity(float intensity) {
+        this.intensity = intensity;
+        if (ssaoMat != null) {
+            ssaoMat.setFloat("Intensity", intensity);
+        }
+
+    }
+
+    /**
+     * returns the sample radius<br>
+     * see {link setSampleRadius(float sampleRadius)}
+     * @return 
+     */
+    public float getSampleRadius() {
+        return sampleRadius;
+    }
+
+    /**
+     * Sets the radius of the area where random samples will be picked dafault 5.1f     
+     * @param sampleRadius 
+     */
+    public void setSampleRadius(float sampleRadius) {
+        this.sampleRadius = sampleRadius;
+        if (ssaoMat != null) {
+            ssaoMat.setFloat("SampleRadius", sampleRadius);
+        }
+
+    }
+
+    /**
+     * returns the scale<br>
+     * see {@link setScale(float scale)}
+     * @return 
+     */
+    public float getScale() {
+        return scale;
+    }
+
+    /**
+     * 
+     * Returns the distance between occluders and occludee. default 0.2f
+     * @param scale 
+     */
+    public void setScale(float scale) {
+        this.scale = scale;
+        if (ssaoMat != null) {
+            ssaoMat.setFloat("Scale", scale);
+        }
+    }
+
+    /**
+     * debugging only , will be removed
+     * @return 
+     */
+    public boolean isUseAo() {
+        return useAo;
+    }
+
+    /**
+     * debugging only , will be removed
+     * @return 
+     */
+    public void setUseAo(boolean useAo) {
+        this.useAo = useAo;
+        if (material != null) {
+            material.setBoolean("UseAo", useAo);
+        }
+
+    }
+
+    /**
+     * debugging only , will be removed
+     * @return 
+     */
+    public boolean isUseOnlyAo() {
+        return useOnlyAo;
+    }
+
+    /**
+     * debugging only , will be removed
+     * @return 
+     */
+    public void setUseOnlyAo(boolean useOnlyAo) {
+        this.useOnlyAo = useOnlyAo;
+        if (material != null) {
+            material.setBoolean("UseOnlyAo", useOnlyAo);
+        }
+    }
+
+    @Override
+    public void write(JmeExporter ex) throws IOException {
+        super.write(ex);
+        OutputCapsule oc = ex.getCapsule(this);
+        oc.write(sampleRadius, "sampleRadius", 5.1f);
+        oc.write(intensity, "intensity", 1.5f);
+        oc.write(scale, "scale", 0.2f);
+        oc.write(bias, "bias", 0.1f);
+    }
+
+    @Override
+    public void read(JmeImporter im) throws IOException {
+        super.read(im);
+        InputCapsule ic = im.getCapsule(this);
+        sampleRadius = ic.readFloat("sampleRadius", 5.1f);
+        intensity = ic.readFloat("intensity", 1.5f);
+        scale = ic.readFloat("scale", 0.2f);
+        bias = ic.readFloat("bias", 0.1f);
+    }
+}

+ 216 - 0
engine/src/core/com/jme3/shadow/BasicShadowRenderer.java

@@ -0,0 +1,216 @@
+/*
+ * Copyright (c) 2009-2010 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.shadow;
+
+import com.jme3.asset.AssetManager;
+import com.jme3.material.Material;
+import com.jme3.math.Vector3f;
+import com.jme3.post.SceneProcessor;
+import com.jme3.renderer.Camera;
+import com.jme3.renderer.RenderManager;
+import com.jme3.renderer.Renderer;
+import com.jme3.renderer.ViewPort;
+import com.jme3.renderer.queue.GeometryList;
+import com.jme3.renderer.queue.RenderQueue;
+import com.jme3.renderer.queue.RenderQueue.ShadowMode;
+import com.jme3.texture.FrameBuffer;
+import com.jme3.texture.Image.Format;
+import com.jme3.texture.Texture2D;
+import com.jme3.ui.Picture;
+
+/**
+ * BasicShadowRenderer uses standard shadow mapping with one map
+ * it's useful to render shadows in a small scene, but edges might look a bit jagged.
+ * 
+ * @author Kirill Vainer
+ */
+public class BasicShadowRenderer implements SceneProcessor {
+
+    private RenderManager renderManager;
+    private ViewPort viewPort;
+    private FrameBuffer shadowFB;
+    private Texture2D shadowMap;
+    private Camera shadowCam;
+    private Material preshadowMat;
+    private Material postshadowMat;
+    private Picture dispPic = new Picture("Picture");
+    private boolean noOccluders = false;
+    private Vector3f[] points = new Vector3f[8];
+    private Vector3f direction = new Vector3f();
+
+    /**
+     * Creates a BasicShadowRenderer
+     * @param manager the asset manager
+     * @param size the size of the shadow map (the map is square)
+     */
+    public BasicShadowRenderer(AssetManager manager, int size) {
+        shadowFB = new FrameBuffer(size, size, 1);
+        shadowMap = new Texture2D(size, size, Format.Depth);
+        shadowFB.setDepthTexture(shadowMap);
+        shadowCam = new Camera(size, size);
+
+        preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
+        postshadowMat = new Material(manager, "Common/MatDefs/Shadow/PostShadow.j3md");
+        postshadowMat.setTexture("ShadowMap", shadowMap);
+
+        dispPic.setTexture(manager, shadowMap, false);
+
+        for (int i = 0; i < points.length; i++) {
+            points[i] = new Vector3f();
+        }
+    }
+
+    public void initialize(RenderManager rm, ViewPort vp) {
+        renderManager = rm;
+        viewPort = vp;
+
+        reshape(vp, vp.getCamera().getWidth(), vp.getCamera().getHeight());
+    }
+
+    public boolean isInitialized() {
+        return viewPort != null;
+    }
+
+    /**
+     * returns the light direction used for this processor
+     * @return 
+     */
+    public Vector3f getDirection() {
+        return direction;
+    }
+
+    /**
+     * sets the light direction to use to computs shadows
+     * @param direction 
+     */
+    public void setDirection(Vector3f direction) {
+        this.direction.set(direction).normalizeLocal();
+    }
+
+    /**
+     * debug only
+     * @return 
+     */
+    public Vector3f[] getPoints() {
+        return points;
+    }
+
+    /**
+     * debug only
+     * returns the shadow camera 
+     * @return 
+     */
+    public Camera getShadowCamera() {
+        return shadowCam;
+    }
+
+    public void postQueue(RenderQueue rq) {
+        GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);
+        if (occluders.size() == 0) {
+            noOccluders = true;
+            return;
+        } else {
+            noOccluders = false;
+        }
+
+        GeometryList receivers = rq.getShadowQueueContent(ShadowMode.Receive);
+
+        // update frustum points based on current camera
+        Camera viewCam = viewPort.getCamera();
+        ShadowUtil.updateFrustumPoints(viewCam,
+                viewCam.getFrustumNear(),
+                viewCam.getFrustumFar(),
+                1.0f,
+                points);
+
+        Vector3f frustaCenter = new Vector3f();
+        for (Vector3f point : points) {
+            frustaCenter.addLocal(point);
+        }
+        frustaCenter.multLocal(1f / 8f);
+
+        // update light direction
+        shadowCam.setProjectionMatrix(null);
+        shadowCam.setParallelProjection(true);
+//        shadowCam.setFrustumPerspective(45, 1, 1, 20);
+
+        shadowCam.lookAtDirection(direction, Vector3f.UNIT_Y);
+        shadowCam.update();
+        shadowCam.setLocation(frustaCenter);
+        shadowCam.update();
+        shadowCam.updateViewProjection();
+
+        // render shadow casters to shadow map
+        ShadowUtil.updateShadowCamera(occluders, receivers, shadowCam, points);
+
+        Renderer r = renderManager.getRenderer();
+        renderManager.setCamera(shadowCam, false);
+        renderManager.setForcedMaterial(preshadowMat);
+
+        r.setFrameBuffer(shadowFB);
+        r.clearBuffers(false, true, false);
+        viewPort.getQueue().renderShadowQueue(ShadowMode.Cast, renderManager, shadowCam, true);
+        r.setFrameBuffer(viewPort.getOutputFrameBuffer());
+
+        renderManager.setForcedMaterial(null);
+        renderManager.setCamera(viewCam, false);
+    }
+
+    /**
+     * debug only
+     * @return 
+     */
+    public Picture getDisplayPicture() {
+        return dispPic;
+    }
+
+    public void postFrame(FrameBuffer out) {
+        if (!noOccluders) {
+            postshadowMat.setMatrix4("LightViewProjectionMatrix", shadowCam.getViewProjectionMatrix());
+            renderManager.setForcedMaterial(postshadowMat);
+            viewPort.getQueue().renderShadowQueue(ShadowMode.Receive, renderManager, viewPort.getCamera(), true);
+            renderManager.setForcedMaterial(null);
+        }
+    }
+
+    public void preFrame(float tpf) {
+    }
+
+    public void cleanup() {
+    }
+
+    public void reshape(ViewPort vp, int w, int h) {
+        dispPic.setPosition(w / 20f, h / 20f);
+        dispPic.setWidth(w / 5f);
+        dispPic.setHeight(h / 5f);
+    }
+}

+ 539 - 0
engine/src/core/com/jme3/shadow/PssmShadowRenderer.java

@@ -0,0 +1,539 @@
+/*
+ * Copyright (c) 2009-2010 jMonkeyEngine All rights reserved.
+ * <p/>
+ * 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.
+ * <p/>
+ * * 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.
+ * <p/>
+ * * 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.
+ * <p/>
+ * 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.shadow;
+
+import com.jme3.asset.AssetManager;
+import com.jme3.material.Material;
+import com.jme3.math.ColorRGBA;
+import com.jme3.math.Matrix4f;
+import com.jme3.math.Vector3f;
+import com.jme3.post.SceneProcessor;
+import com.jme3.renderer.Camera;
+import com.jme3.renderer.RenderManager;
+import com.jme3.renderer.Renderer;
+import com.jme3.renderer.ViewPort;
+import com.jme3.renderer.queue.GeometryList;
+import com.jme3.renderer.queue.OpaqueComparator;
+import com.jme3.renderer.queue.RenderQueue;
+import com.jme3.renderer.queue.RenderQueue.ShadowMode;
+import com.jme3.scene.Geometry;
+import com.jme3.scene.Spatial;
+import com.jme3.scene.debug.WireFrustum;
+import com.jme3.texture.FrameBuffer;
+import com.jme3.texture.Image.Format;
+import com.jme3.texture.Texture.MagFilter;
+import com.jme3.texture.Texture.MinFilter;
+import com.jme3.texture.Texture.ShadowCompareMode;
+import com.jme3.texture.Texture2D;
+import com.jme3.ui.Picture;
+
+/**
+ * PssmShadow renderer use Parrallel Split Shadow Mapping technique (pssm)<br>
+ * It splits the view frustum in several parts and compute a shadow map for each
+ * one.<br> splits are distributed so that the closer they are from the camera,
+ * the smaller they are to maximize the resolution used of the shadow map.<br>
+ * This result in a better quality shadow than standard shadow mapping.<br> for
+ * more informations on this read this
+ * <a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
+ * <p/>
+ * @author Rémy Bouquet aka Nehon
+ */
+public class PssmShadowRenderer implements SceneProcessor {
+
+    /**
+     * <code>FilterMode</code> specifies how shadows are filtered
+     */
+    public enum FilterMode {
+
+        /**
+         * Shadows are not filtered. Nearest sample is used, causing in blocky
+         * shadows.
+         */
+        Nearest,
+        /**
+         * Bilinear filtering is used. Has the potential of being hardware
+         * accelerated on some GPUs
+         */
+        Bilinear,
+        /**
+         * Dither-based sampling is used, very cheap but can look bad
+         * at low resolutions.
+         */
+        Dither,
+        /**
+         * 4x4 percentage-closer filtering is used. Shadows will be smoother
+         * at the cost of performance
+         */
+        PCF4,
+        /**
+         * 8x8 percentage-closer  filtering is used. Shadows will be smoother
+         * at the cost of performance
+         */
+        PCF8
+    }
+
+    /**
+     * Specifies the shadow comparison mode 
+     */
+    public enum CompareMode {
+
+        /**
+         * Shadow depth comparisons are done by using shader code
+         */
+        Software,
+        /**
+         * Shadow depth comparisons are done by using the GPU's dedicated
+         * shadowing pipeline.
+         */
+        Hardware;
+    }
+    private int nbSplits = 3;
+    private float lambda = 0.65f;
+    private float shadowIntensity = 0.7f;
+    private float zFarOverride = 0;
+    private RenderManager renderManager;
+    private ViewPort viewPort;
+    private FrameBuffer[] shadowFB;
+    private Texture2D[] shadowMaps;
+    private Texture2D dummyTex;
+    private Camera shadowCam;
+    private Material preshadowMat;
+    private Material postshadowMat;
+    private GeometryList splitOccluders = new GeometryList(new OpaqueComparator());
+    private Matrix4f[] lightViewProjectionsMatrices;
+    private ColorRGBA splits;
+    private float[] splitsArray;
+    private boolean noOccluders = false;
+    private Vector3f direction = new Vector3f();
+    private AssetManager assetManager;
+    private boolean debug = false;
+    private float edgesThickness = 1.0f;
+    private FilterMode filterMode;
+    private CompareMode compareMode;
+    private Picture[] dispPic;
+    private Vector3f[] points = new Vector3f[8];
+    private boolean flushQueues = true;
+
+    /**
+     * Create a PSSM Shadow Renderer 
+     * More info on the technique at <a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a>
+     * @param manager the application asset manager
+     * @param size the size of the rendered shadowmaps (512,1024,2048, etc...)
+     * @param nbSplits the number of shadow maps rendered (the more shadow maps the more quality, the less fps). 
+     */
+    public PssmShadowRenderer(AssetManager manager, int size, int nbSplits) {
+        assetManager = manager;
+        nbSplits = Math.max(Math.min(nbSplits, 4), 1);
+        this.nbSplits = nbSplits;
+
+        shadowFB = new FrameBuffer[nbSplits];
+        shadowMaps = new Texture2D[nbSplits];
+        dispPic = new Picture[nbSplits];
+        lightViewProjectionsMatrices = new Matrix4f[nbSplits];
+        splits = new ColorRGBA();
+        splitsArray = new float[nbSplits + 1];
+
+        //DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
+        dummyTex = new Texture2D(size, size, Format.RGBA8);
+
+        preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
+        postshadowMat = new Material(manager, "Common/MatDefs/Shadow/PostShadowPSSM.j3md");
+
+        for (int i = 0; i < nbSplits; i++) {
+            lightViewProjectionsMatrices[i] = new Matrix4f();
+            shadowFB[i] = new FrameBuffer(size, size, 1);
+            shadowMaps[i] = new Texture2D(size, size, Format.Depth);
+
+            shadowFB[i].setDepthTexture(shadowMaps[i]);
+
+            //DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
+            shadowFB[i].setColorTexture(dummyTex);
+
+            postshadowMat.setTexture("ShadowMap" + i, shadowMaps[i]);
+
+            //quads for debuging purpose
+            dispPic[i] = new Picture("Picture" + i);
+            dispPic[i].setTexture(manager, shadowMaps[i], false);
+        }
+
+        setCompareMode(CompareMode.Hardware);
+        setFilterMode(FilterMode.Bilinear);
+        setShadowIntensity(0.7f);
+
+        shadowCam = new Camera(size, size);
+        shadowCam.setParallelProjection(true);
+
+        for (int i = 0; i < points.length; i++) {
+            points[i] = new Vector3f();
+        }
+    }
+
+    /**
+     * Sets the filtering mode for shadow edges see {@link FilterMode} for more info
+     * @param filterMode 
+     */
+    public void setFilterMode(FilterMode filterMode) {
+        if (filterMode == null) {
+            throw new NullPointerException();
+        }
+
+        if (this.filterMode == filterMode) {
+            return;
+        }
+
+        this.filterMode = filterMode;
+        postshadowMat.setInt("FilterMode", filterMode.ordinal());
+        postshadowMat.setFloat("PCFEdge", edgesThickness);
+        if (compareMode == CompareMode.Hardware) {
+            for (Texture2D shadowMap : shadowMaps) {
+                if (filterMode == FilterMode.Bilinear) {
+                    shadowMap.setMagFilter(MagFilter.Bilinear);
+                    shadowMap.setMinFilter(MinFilter.BilinearNoMipMaps);
+                } else {
+                    shadowMap.setMagFilter(MagFilter.Nearest);
+                    shadowMap.setMinFilter(MinFilter.NearestNoMipMaps);
+                }
+            }
+        }
+    }
+
+    /**
+     * sets the shadow compare mode see {@link CompareMode} for more info
+     * @param compareMode 
+     */
+    public void setCompareMode(CompareMode compareMode) {
+        if (compareMode == null) {
+            throw new NullPointerException();
+        }
+
+        if (this.compareMode == compareMode) {
+            return;
+        }
+
+        this.compareMode = compareMode;
+        for (Texture2D shadowMap : shadowMaps) {
+            if (compareMode == CompareMode.Hardware) {
+                shadowMap.setShadowCompareMode(ShadowCompareMode.LessOrEqual);
+                if (filterMode == FilterMode.Bilinear) {
+                    shadowMap.setMagFilter(MagFilter.Bilinear);
+                    shadowMap.setMinFilter(MinFilter.BilinearNoMipMaps);
+                } else {
+                    shadowMap.setMagFilter(MagFilter.Nearest);
+                    shadowMap.setMinFilter(MinFilter.NearestNoMipMaps);
+                }
+            } else {
+                shadowMap.setShadowCompareMode(ShadowCompareMode.Off);
+                shadowMap.setMagFilter(MagFilter.Nearest);
+                shadowMap.setMinFilter(MinFilter.NearestNoMipMaps);
+            }
+        }
+        postshadowMat.setBoolean("HardwareShadows", compareMode == CompareMode.Hardware);
+    }
+
+    //debug function that create a displayable frustrum
+    private Geometry createFrustum(Vector3f[] pts, int i) {
+        WireFrustum frustum = new WireFrustum(pts);
+        Geometry frustumMdl = new Geometry("f", frustum);
+        frustumMdl.setCullHint(Spatial.CullHint.Never);
+        frustumMdl.setShadowMode(ShadowMode.Off);
+        Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
+        mat.getAdditionalRenderState().setWireframe(true);
+        frustumMdl.setMaterial(mat);
+        switch (i) {
+            case 0:
+                frustumMdl.getMaterial().setColor("Color", ColorRGBA.Pink);
+                break;
+            case 1:
+                frustumMdl.getMaterial().setColor("Color", ColorRGBA.Red);
+                break;
+            case 2:
+                frustumMdl.getMaterial().setColor("Color", ColorRGBA.Green);
+                break;
+            case 3:
+                frustumMdl.getMaterial().setColor("Color", ColorRGBA.Blue);
+                break;
+            default:
+                frustumMdl.getMaterial().setColor("Color", ColorRGBA.White);
+                break;
+        }
+
+        frustumMdl.updateGeometricState();
+        return frustumMdl;
+    }
+
+    public void initialize(RenderManager rm, ViewPort vp) {
+        renderManager = rm;
+        viewPort = vp;
+    }
+
+    public boolean isInitialized() {
+        return viewPort != null;
+    }
+
+    /**
+     * returns the light direction used by the processor
+     * @return 
+     */
+    public Vector3f getDirection() {
+        return direction;
+    }
+
+    /**
+     * Sets the light direction to use to compute shadows
+     * @param direction 
+     */
+    public void setDirection(Vector3f direction) {
+        this.direction.set(direction).normalizeLocal();
+    }
+
+    @SuppressWarnings("fallthrough")
+    public void postQueue(RenderQueue rq) {
+        GeometryList occluders = rq.getShadowQueueContent(ShadowMode.Cast);
+        if (occluders.size() == 0) {
+            return;
+        }
+
+        GeometryList receivers = rq.getShadowQueueContent(ShadowMode.Receive);
+        if (receivers.size() == 0) {
+            return;
+        }
+
+        Camera viewCam = viewPort.getCamera();
+
+        float zFar = zFarOverride;
+        if (zFar == 0) {
+            zFar = viewCam.getFrustumFar();
+        }
+
+        //We prevent computing the frustum points and splits with zeroed or negative near clip value
+        float frustumNear = Math.max(viewCam.getFrustumNear(), 0.001f);
+        ShadowUtil.updateFrustumPoints(viewCam, frustumNear, zFar, 1.0f, points);
+
+        //shadowCam.setDirection(direction);
+        shadowCam.getRotation().lookAt(direction, shadowCam.getUp());
+        shadowCam.update();
+        shadowCam.updateViewProjection();
+
+        PssmShadowUtil.updateFrustumSplits(splitsArray, frustumNear, zFar, lambda);
+
+
+        switch (splitsArray.length) {
+            case 5:
+                splits.a = splitsArray[4];
+            case 4:
+                splits.b = splitsArray[3];
+            case 3:
+                splits.g = splitsArray[2];
+            case 2:
+            case 1:
+                splits.r = splitsArray[1];
+                break;
+        }
+
+        Renderer r = renderManager.getRenderer();
+        renderManager.setForcedMaterial(preshadowMat);
+        renderManager.setForcedTechnique("PreShadow");
+
+        for (int i = 0; i < nbSplits; i++) {
+
+            // update frustum points based on current camera and split
+            ShadowUtil.updateFrustumPoints(viewCam, splitsArray[i], splitsArray[i + 1], 1.0f, points);
+
+            //Updating shadow cam with curent split frustra
+            ShadowUtil.updateShadowCamera(occluders, receivers, shadowCam, points, splitOccluders);
+
+            //saving light view projection matrix for this split
+            lightViewProjectionsMatrices[i] = shadowCam.getViewProjectionMatrix().clone();
+            renderManager.setCamera(shadowCam, false);
+
+            r.setFrameBuffer(shadowFB[i]);
+            r.clearBuffers(false, true, false);
+
+            // render shadow casters to shadow map
+            viewPort.getQueue().renderShadowQueue(splitOccluders, renderManager, shadowCam, true);
+        }
+        if (flushQueues) {
+            occluders.clear();
+        }
+        //restore setting for future rendering
+        r.setFrameBuffer(viewPort.getOutputFrameBuffer());
+        renderManager.setForcedMaterial(null);
+        renderManager.setForcedTechnique(null);
+        renderManager.setCamera(viewCam, false);
+
+    }
+
+    //debug only : displays depth shadow maps
+    private void displayShadowMap(Renderer r) {
+        Camera cam = viewPort.getCamera();
+        renderManager.setCamera(cam, true);
+        int h = cam.getHeight();
+        for (int i = 0; i < dispPic.length; i++) {
+            dispPic[i].setPosition(64 * (i + 1) + 128 * i, h / 20f);
+            dispPic[i].setWidth(128);
+            dispPic[i].setHeight(128);
+            dispPic[i].updateGeometricState();
+            renderManager.renderGeometry(dispPic[i]);
+        }
+        renderManager.setCamera(cam, false);
+    }
+
+    /**For dubuging purpose
+     * Allow to "snapshot" the current frustrum to the scene
+     */
+    public void displayDebug() {
+        debug = true;
+    }
+
+    public void postFrame(FrameBuffer out) {
+        Camera cam = viewPort.getCamera();
+        if (!noOccluders) {
+            postshadowMat.setColor("Splits", splits);
+            for (int i = 0; i < nbSplits; i++) {
+                postshadowMat.setMatrix4("LightViewProjectionMatrix" + i, lightViewProjectionsMatrices[i]);
+            }
+            renderManager.setForcedMaterial(postshadowMat);
+
+            viewPort.getQueue().renderShadowQueue(ShadowMode.Receive, renderManager, cam, flushQueues);
+
+            renderManager.setForcedMaterial(null);
+            renderManager.setCamera(cam, false);
+
+        }
+        if (debug) {
+            displayShadowMap(renderManager.getRenderer());
+        }
+    }
+
+    public void preFrame(float tpf) {
+    }
+
+    public void cleanup() {
+    }
+
+    public void reshape(ViewPort vp, int w, int h) {
+    }
+
+    /**
+     * returns the labda parameter<br>
+     * see {@link setLambda(float lambda)}
+     * @return lambda
+     */
+    public float getLambda() {
+        return lambda;
+    }
+
+    /*
+     * Adjust the repartition of the different shadow maps in the shadow extend
+     * usualy goes from 0.0 to 1.0
+     * a low value give a more linear repartition resulting in a constant quality in the shadow over the extends, but near shadows could look very jagged
+     * a high value give a more logarithmic repartition resulting in a high quality for near shadows, but the quality quickly decrease over the extend.
+     * the default value is set to 0.65f (theoric optimal value).
+     * @param lambda the lambda value.
+     */
+    public void setLambda(float lambda) {
+        this.lambda = lambda;
+    }
+
+    /**
+     * How far the shadows are rendered in the view
+     * see {@link setShadowZExtend(float zFar)}
+     * @return shadowZExtend
+     */
+    public float getShadowZExtend() {
+        return zFarOverride;
+    }
+
+    /**
+     * Set the distance from the eye where the shadows will be rendered
+     * default value is dynamicaly computed to the shadow casters/receivers union bound zFar, capped to view frustum far value.
+     * @param zFar the zFar values that override the computed one
+     */
+    public void setShadowZExtend(float zFar) {
+        this.zFarOverride = zFar;
+    }
+
+    /**
+     * returns the shdaow intensity<br>
+     * see {@link setShadowIntensity(float shadowIntensity)}
+     * @return shadowIntensity
+     */
+    public float getShadowIntensity() {
+        return shadowIntensity;
+    }
+
+    /**
+     * Set the shadowIntensity, the value should be between 0 and 1,
+     * a 0 value gives a bright and invisilble shadow,
+     * a 1 value gives a pitch black shadow,
+     * default is 0.7
+     * @param shadowIntensity the darkness of the shadow
+     */
+    public void setShadowIntensity(float shadowIntensity) {
+        this.shadowIntensity = shadowIntensity;
+        postshadowMat.setFloat("ShadowIntensity", shadowIntensity);
+    }
+
+    /**
+     * returns the edges thickness <br>
+     * see {@link setEdgesThickness(int edgesThickness)}
+     * @return edgesThickness
+     */
+    public int getEdgesThickness() {
+        return (int) (edgesThickness * 10);
+    }
+
+    /**
+     * Sets the shadow edges thickness. default is 1, setting it to lower values can help to reduce the jagged effect of the shadow edges
+     * @param edgesThickness 
+     */
+    public void setEdgesThickness(int edgesThickness) {
+        this.edgesThickness = Math.max(1, Math.min(edgesThickness, 10));
+        this.edgesThickness *= 0.1f;
+        postshadowMat.setFloat("PCFEdge", edgesThickness);
+    }
+
+    /**
+     * returns true if the PssmRenderer flushed the shadow queues
+     * @return flushQueues
+     */
+    public boolean isFlushQueues() {
+        return flushQueues;
+    }
+
+    /**
+     * Set this to false if you want to use several PssmRederers to have multiple shadows cast by multiple light sources.
+     * Make sure the last PssmRenderer in the stack DO flush the queues, but not the others
+     * @param flushQueues 
+     */
+    public void setFlushQueues(boolean flushQueues) {
+        this.flushQueues = flushQueues;
+    }
+}

+ 81 - 0
engine/src/core/com/jme3/shadow/PssmShadowUtil.java

@@ -0,0 +1,81 @@
+/*
+ * Copyright (c) 2009-2010 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.shadow;
+
+import com.jme3.bounding.BoundingBox;
+import com.jme3.math.FastMath;
+import com.jme3.math.Matrix4f;
+import com.jme3.renderer.Camera;
+import com.jme3.renderer.queue.GeometryList;
+import static java.lang.Math.max;
+import static java.lang.Math.min;
+
+/**
+ * Includes various useful shadow mapping functions.
+ *
+ * @see
+ * <ul>
+ * <li><a href="http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/">http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/</a></li>
+ * <li><a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a></li>
+ * </ul>
+ * for more info.
+ */
+public final class PssmShadowUtil {
+
+    /**
+     * Updates the frustum splits stores in <code>splits</code> using PSSM.
+     */
+    public static void updateFrustumSplits(float[] splits, float near, float far, float lambda) {
+        for (int i = 0; i < splits.length; i++) {
+            float IDM = i / (float) splits.length;
+            float log = near * FastMath.pow((far / near), IDM);
+            float uniform = near + (far - near) * IDM;
+            splits[i] = log * lambda + uniform * (1.0f - lambda);
+        }
+
+        // This is used to improve the correctness of the calculations. Our main near- and farplane
+        // of the camera always stay the same, no matter what happens.
+        splits[0] = near;
+        splits[splits.length - 1] = far;
+    }
+
+    /**
+     * Compute the Zfar in the model vieuw to adjust the Zfar distance for the splits calculation
+     */
+    public static float computeZFar(GeometryList occ, GeometryList recv, Camera cam) {
+        Matrix4f mat = cam.getViewMatrix();
+        BoundingBox bbOcc = ShadowUtil.computeUnionBound(occ, mat);
+        BoundingBox bbRecv = ShadowUtil.computeUnionBound(recv, mat);
+
+        return min(max(bbOcc.getZExtent() - bbOcc.getCenter().z, bbRecv.getZExtent() - bbRecv.getCenter().z), cam.getFrustumFar());
+    }
+}

+ 75 - 0
engine/src/core/com/jme3/shadow/ShadowCamera.java

@@ -0,0 +1,75 @@
+/*
+ * Copyright (c) 2009-2010 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.shadow;
+
+import com.jme3.light.DirectionalLight;
+import com.jme3.light.Light;
+import com.jme3.light.PointLight;
+import com.jme3.math.Vector3f;
+import com.jme3.renderer.Camera;
+
+/**
+ * Creates a camera according to a light
+ * Handy to compute projection matrix of a light
+ * @author Kirill Vainer
+ */
+public class ShadowCamera {
+
+    private Vector3f[] points = new Vector3f[8];
+    private Light target;
+
+    public ShadowCamera(Light target) {
+        this.target = target;
+        for (int i = 0; i < points.length; i++) {
+            points[i] = new Vector3f();
+        }
+    }
+
+    /**
+     * Updates the camera view direction and position based on the light
+     */
+    public void updateLightCamera(Camera lightCam) {
+        if (target.getType() == Light.Type.Directional) {
+            DirectionalLight dl = (DirectionalLight) target;
+            lightCam.setParallelProjection(true);
+            lightCam.setLocation(Vector3f.ZERO);
+            lightCam.lookAtDirection(dl.getDirection(), Vector3f.UNIT_Y);
+            lightCam.setFrustum(-1, 1, -1, 1, 1, -1);
+        } else {
+            PointLight pl = (PointLight) target;
+            lightCam.setParallelProjection(false);
+            lightCam.setLocation(pl.getPosition());
+            // direction will have to be calculated automatically
+            lightCam.setFrustumPerspective(45, 1, 1, 300);
+        }
+    }
+}

+ 486 - 0
engine/src/core/com/jme3/shadow/ShadowUtil.java

@@ -0,0 +1,486 @@
+/*
+ * Copyright (c) 2009-2010 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.shadow;
+
+import com.jme3.bounding.BoundingBox;
+import com.jme3.bounding.BoundingVolume;
+import com.jme3.math.Matrix4f;
+import com.jme3.math.Transform;
+import com.jme3.math.Vector2f;
+import com.jme3.math.Vector3f;
+import com.jme3.renderer.Camera;
+import com.jme3.renderer.queue.GeometryList;
+import com.jme3.scene.Geometry;
+import static java.lang.Math.max;
+import static java.lang.Math.min;
+import java.util.ArrayList;
+import java.util.List;
+
+/**
+ * Includes various useful shadow mapping functions.
+ *
+ * @see
+ * <ul>
+ * <li><a href="http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/">http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/</a></li>
+ * <li><a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a></li>
+ * </ul>
+ * for more info.
+ */
+public class ShadowUtil {
+
+    /**
+     * Updates a points arrays with the frustum corners of the provided camera.
+     * @param viewCam
+     * @param points 
+     */
+    public static void updateFrustumPoints2(Camera viewCam, Vector3f[] points) {
+        int w = viewCam.getWidth();
+        int h = viewCam.getHeight();
+        float n = viewCam.getFrustumNear();
+        float f = viewCam.getFrustumFar();
+
+        points[0].set(viewCam.getWorldCoordinates(new Vector2f(0, 0), n));
+        points[1].set(viewCam.getWorldCoordinates(new Vector2f(0, h), n));
+        points[2].set(viewCam.getWorldCoordinates(new Vector2f(w, h), n));
+        points[3].set(viewCam.getWorldCoordinates(new Vector2f(w, 0), n));
+
+        points[4].set(viewCam.getWorldCoordinates(new Vector2f(0, 0), f));
+        points[5].set(viewCam.getWorldCoordinates(new Vector2f(0, h), f));
+        points[6].set(viewCam.getWorldCoordinates(new Vector2f(w, h), f));
+        points[7].set(viewCam.getWorldCoordinates(new Vector2f(w, 0), f));
+    }
+
+    /**
+     * Updates the points array to contain the frustum corners of the given
+     * camera. The nearOverride and farOverride variables can be used
+     * to override the camera's near/far values with own values.
+     *
+     * TODO: Reduce creation of new vectors
+     *
+     * @param viewCam
+     * @param nearOverride
+     * @param farOverride
+     */
+    public static void updateFrustumPoints(Camera viewCam,
+            float nearOverride,
+            float farOverride,
+            float scale,
+            Vector3f[] points) {
+
+        Vector3f pos = viewCam.getLocation();
+        Vector3f dir = viewCam.getDirection();
+        Vector3f up = viewCam.getUp();
+
+        float depthHeightRatio = viewCam.getFrustumTop() / viewCam.getFrustumNear();
+        float near = nearOverride;
+        float far = farOverride;
+        float ftop = viewCam.getFrustumTop();
+        float fright = viewCam.getFrustumRight();
+        float ratio = fright / ftop;
+
+        float near_height;
+        float near_width;
+        float far_height;
+        float far_width;
+
+        if (viewCam.isParallelProjection()) {
+            near_height = ftop;
+            near_width = near_height * ratio;
+            far_height = ftop;
+            far_width = far_height * ratio;
+        } else {
+            near_height = depthHeightRatio * near;
+            near_width = near_height * ratio;
+            far_height = depthHeightRatio * far;
+            far_width = far_height * ratio;
+        }
+
+        Vector3f right = dir.cross(up).normalizeLocal();
+
+        Vector3f temp = new Vector3f();
+        temp.set(dir).multLocal(far).addLocal(pos);
+        Vector3f farCenter = temp.clone();
+        temp.set(dir).multLocal(near).addLocal(pos);
+        Vector3f nearCenter = temp.clone();
+
+        Vector3f nearUp = temp.set(up).multLocal(near_height).clone();
+        Vector3f farUp = temp.set(up).multLocal(far_height).clone();
+        Vector3f nearRight = temp.set(right).multLocal(near_width).clone();
+        Vector3f farRight = temp.set(right).multLocal(far_width).clone();
+
+        points[0].set(nearCenter).subtractLocal(nearUp).subtractLocal(nearRight);
+        points[1].set(nearCenter).addLocal(nearUp).subtractLocal(nearRight);
+        points[2].set(nearCenter).addLocal(nearUp).addLocal(nearRight);
+        points[3].set(nearCenter).subtractLocal(nearUp).addLocal(nearRight);
+
+        points[4].set(farCenter).subtractLocal(farUp).subtractLocal(farRight);
+        points[5].set(farCenter).addLocal(farUp).subtractLocal(farRight);
+        points[6].set(farCenter).addLocal(farUp).addLocal(farRight);
+        points[7].set(farCenter).subtractLocal(farUp).addLocal(farRight);
+
+        if (scale != 1.0f) {
+            // find center of frustum
+            Vector3f center = new Vector3f();
+            for (int i = 0; i < 8; i++) {
+                center.addLocal(points[i]);
+            }
+            center.divideLocal(8f);
+
+            Vector3f cDir = new Vector3f();
+            for (int i = 0; i < 8; i++) {
+                cDir.set(points[i]).subtractLocal(center);
+                cDir.multLocal(scale - 1.0f);
+                points[i].addLocal(cDir);
+            }
+        }
+    }
+
+    /**
+     * Compute bounds of a geomList
+     * @param list
+     * @param transform
+     * @return 
+     */
+    public static BoundingBox computeUnionBound(GeometryList list, Transform transform) {
+        BoundingBox bbox = new BoundingBox();
+        for (int i = 0; i < list.size(); i++) {
+            BoundingVolume vol = list.get(i).getWorldBound();
+            BoundingVolume newVol = vol.transform(transform);
+            //Nehon : prevent NaN and infinity values to screw the final bounding box
+            if (!Float.isNaN(newVol.getCenter().x) && !Float.isInfinite(newVol.getCenter().x)) {
+                bbox.mergeLocal(newVol);
+            }
+        }
+        return bbox;
+    }
+
+    /**
+     * Compute bounds of a geomList
+     * @param list
+     * @param mat
+     * @return 
+     */
+    public static BoundingBox computeUnionBound(GeometryList list, Matrix4f mat) {
+        BoundingBox bbox = new BoundingBox();
+        BoundingVolume store = null;
+        for (int i = 0; i < list.size(); i++) {
+            BoundingVolume vol = list.get(i).getWorldBound();
+            store = vol.clone().transform(mat, null);
+            //Nehon : prevent NaN and infinity values to screw the final bounding box
+            if (!Float.isNaN(store.getCenter().x) && !Float.isInfinite(store.getCenter().x)) {
+                bbox.mergeLocal(store);
+            }
+        }
+        return bbox;
+    }
+
+    /**
+     * Computes the bounds of multiple bounding volumes
+     * @param bv
+     * @return 
+     */
+    public static BoundingBox computeUnionBound(List<BoundingVolume> bv) {
+        BoundingBox bbox = new BoundingBox();
+        for (int i = 0; i < bv.size(); i++) {
+            BoundingVolume vol = bv.get(i);
+            bbox.mergeLocal(vol);
+        }
+        return bbox;
+    }
+
+    /**
+     * Compute bounds from an array of points
+     * @param pts
+     * @param transform
+     * @return 
+     */
+    public static BoundingBox computeBoundForPoints(Vector3f[] pts, Transform transform) {
+        Vector3f min = new Vector3f(Vector3f.POSITIVE_INFINITY);
+        Vector3f max = new Vector3f(Vector3f.NEGATIVE_INFINITY);
+        Vector3f temp = new Vector3f();
+        for (int i = 0; i < pts.length; i++) {
+            transform.transformVector(pts[i], temp);
+
+            min.minLocal(temp);
+            max.maxLocal(temp);
+        }
+        Vector3f center = min.add(max).multLocal(0.5f);
+        Vector3f extent = max.subtract(min).multLocal(0.5f);
+        return new BoundingBox(center, extent.x, extent.y, extent.z);
+    }
+
+    /**
+     * Compute bounds from an array of points
+     * @param pts
+     * @param mat
+     * @return 
+     */
+    public static BoundingBox computeBoundForPoints(Vector3f[] pts, Matrix4f mat) {
+        Vector3f min = new Vector3f(Vector3f.POSITIVE_INFINITY);
+        Vector3f max = new Vector3f(Vector3f.NEGATIVE_INFINITY);
+        Vector3f temp = new Vector3f();
+
+        for (int i = 0; i < pts.length; i++) {
+            float w = mat.multProj(pts[i], temp);
+
+            temp.x /= w;
+            temp.y /= w;
+            // Why was this commented out?
+            temp.z /= w;
+
+            min.minLocal(temp);
+            max.maxLocal(temp);
+        }
+
+        Vector3f center = min.add(max).multLocal(0.5f);
+        Vector3f extent = max.subtract(min).multLocal(0.5f);
+        //Nehon 08/18/2010 : Added an offset to the extend to avoid banding artifacts when the frustum are aligned
+        return new BoundingBox(center, extent.x + 2.0f, extent.y + 2.0f, extent.z + 2.5f);
+    }
+
+    /**
+     * Updates the shadow camera to properly contain the given
+     * points (which contain the eye camera frustum corners)
+     *
+     * @param occluders
+     * @param lightCam
+     * @param points
+     */
+    public static void updateShadowCamera(Camera shadowCam, Vector3f[] points) {
+        boolean ortho = shadowCam.isParallelProjection();
+        shadowCam.setProjectionMatrix(null);
+
+        if (ortho) {
+            shadowCam.setFrustum(-1, 1, -1, 1, 1, -1);
+        } else {
+            shadowCam.setFrustumPerspective(45, 1, 1, 150);
+        }
+
+        Matrix4f viewProjMatrix = shadowCam.getViewProjectionMatrix();
+        Matrix4f projMatrix = shadowCam.getProjectionMatrix();
+
+        BoundingBox splitBB = computeBoundForPoints(points, viewProjMatrix);
+
+        Vector3f splitMin = splitBB.getMin(null);
+        Vector3f splitMax = splitBB.getMax(null);
+
+//        splitMin.z = 0;
+
+        // Create the crop matrix.
+        float scaleX, scaleY, scaleZ;
+        float offsetX, offsetY, offsetZ;
+
+        scaleX = 2.0f / (splitMax.x - splitMin.x);
+        scaleY = 2.0f / (splitMax.y - splitMin.y);
+        offsetX = -0.5f * (splitMax.x + splitMin.x) * scaleX;
+        offsetY = -0.5f * (splitMax.y + splitMin.y) * scaleY;
+        scaleZ = 1.0f / (splitMax.z - splitMin.z);
+        offsetZ = -splitMin.z * scaleZ;
+
+        Matrix4f cropMatrix = new Matrix4f(scaleX, 0f, 0f, offsetX,
+                0f, scaleY, 0f, offsetY,
+                0f, 0f, scaleZ, offsetZ,
+                0f, 0f, 0f, 1f);
+
+
+        Matrix4f result = new Matrix4f();
+        result.set(cropMatrix);
+        result.multLocal(projMatrix);
+
+        shadowCam.setProjectionMatrix(result);
+    }
+
+    /**
+     * Updates the shadow camera to properly contain the given
+     * points (which contain the eye camera frustum corners) and the
+     * shadow occluder objects.
+     *
+     * @param occluders
+     * @param lightCam
+     * @param points
+     */
+    public static void updateShadowCamera(GeometryList occluders,
+            GeometryList receivers,
+            Camera shadowCam,
+            Vector3f[] points) {
+        updateShadowCamera(occluders, receivers, shadowCam, points, null);
+    }
+
+    /**
+     * Updates the shadow camera to properly contain the given
+     * points (which contain the eye camera frustum corners) and the
+     * shadow occluder objects.
+     * 
+     * @param occluders
+     * @param lightCam
+     * @param points
+     */
+    public static void updateShadowCamera(GeometryList occluders,
+            GeometryList receivers,
+            Camera shadowCam,
+            Vector3f[] points,
+            GeometryList splitOccluders) {
+
+        boolean ortho = shadowCam.isParallelProjection();
+
+        shadowCam.setProjectionMatrix(null);
+
+        if (ortho) {
+            shadowCam.setFrustum(-1, 1, -1, 1, 1, -1);
+        } else {
+            shadowCam.setFrustumPerspective(45, 1, 1, 150);
+        }
+
+        // create transform to rotate points to viewspace        
+        Matrix4f viewProjMatrix = shadowCam.getViewProjectionMatrix();
+
+        BoundingBox splitBB = computeBoundForPoints(points, viewProjMatrix);
+
+        ArrayList<BoundingVolume> visRecvList = new ArrayList<BoundingVolume>();
+        for (int i = 0; i < receivers.size(); i++) {
+            // convert bounding box to light's viewproj space
+            Geometry receiver = receivers.get(i);
+            BoundingVolume bv = receiver.getWorldBound();
+            BoundingVolume recvBox = bv.transform(viewProjMatrix, null);
+
+            if (splitBB.intersects(recvBox)) {
+                visRecvList.add(recvBox);
+            }
+        }
+
+        ArrayList<BoundingVolume> visOccList = new ArrayList<BoundingVolume>();
+        for (int i = 0; i < occluders.size(); i++) {
+            // convert bounding box to light's viewproj space
+            Geometry occluder = occluders.get(i);
+            BoundingVolume bv = occluder.getWorldBound();
+            BoundingVolume occBox = bv.transform(viewProjMatrix, null);
+
+            boolean intersects = splitBB.intersects(occBox);
+            if (!intersects && occBox instanceof BoundingBox) {
+                BoundingBox occBB = (BoundingBox) occBox;
+                //Kirill 01/10/2011
+                // Extend the occluder further into the frustum
+                // This fixes shadow dissapearing issues when
+                // the caster itself is not in the view camera
+                // but its shadow is in the camera
+                //      The number is in world units
+                occBB.setZExtent(occBB.getZExtent() + 50);
+                occBB.setCenter(occBB.getCenter().addLocal(0, 0, 25));
+                if (splitBB.intersects(occBB)) {
+                    // To prevent extending the depth range too much
+                    // We return the bound to its former shape
+                    // Before adding it
+                    occBB.setZExtent(occBB.getZExtent() - 50);
+                    occBB.setCenter(occBB.getCenter().subtractLocal(0, 0, 25));
+                    visOccList.add(occBox);
+                    if (splitOccluders != null) {
+                        splitOccluders.add(occluder);
+                    }
+                }
+            } else if (intersects) {
+                visOccList.add(occBox);
+                if (splitOccluders != null) {
+                    splitOccluders.add(occluder);
+                }
+            }
+        }
+
+        BoundingBox casterBB = computeUnionBound(visOccList);
+        BoundingBox receiverBB = computeUnionBound(visRecvList);
+
+        //Nehon 08/18/2010 this is to avoid shadow bleeding when the ground is set to only receive shadows
+        if (visOccList.size() != visRecvList.size()) {
+            casterBB.setXExtent(casterBB.getXExtent() + 2.0f);
+            casterBB.setYExtent(casterBB.getYExtent() + 2.0f);
+            casterBB.setZExtent(casterBB.getZExtent() + 2.0f);
+        }
+
+        Vector3f casterMin = casterBB.getMin(null);
+        Vector3f casterMax = casterBB.getMax(null);
+
+        Vector3f receiverMin = receiverBB.getMin(null);
+        Vector3f receiverMax = receiverBB.getMax(null);
+
+        Vector3f splitMin = splitBB.getMin(null);
+        Vector3f splitMax = splitBB.getMax(null);
+
+        splitMin.z = 0;
+
+        if (!ortho) {
+            shadowCam.setFrustumPerspective(45, 1, 1, splitMax.z);
+        }
+
+        Matrix4f projMatrix = shadowCam.getProjectionMatrix();
+
+        Vector3f cropMin = new Vector3f();
+        Vector3f cropMax = new Vector3f();
+
+        // IMPORTANT: Special handling for Z values
+        cropMin.x = max(max(casterMin.x, receiverMin.x), splitMin.x);
+        cropMax.x = min(min(casterMax.x, receiverMax.x), splitMax.x);
+
+        cropMin.y = max(max(casterMin.y, receiverMin.y), splitMin.y);
+        cropMax.y = min(min(casterMax.y, receiverMax.y), splitMax.y);
+
+        cropMin.z = min(casterMin.z, splitMin.z);
+        cropMax.z = min(receiverMax.z, splitMax.z);
+
+
+        // Create the crop matrix.
+        float scaleX, scaleY, scaleZ;
+        float offsetX, offsetY, offsetZ;
+
+        scaleX = (2.0f) / (cropMax.x - cropMin.x);
+        scaleY = (2.0f) / (cropMax.y - cropMin.y);
+
+        offsetX = -0.5f * (cropMax.x + cropMin.x) * scaleX;
+        offsetY = -0.5f * (cropMax.y + cropMin.y) * scaleY;
+
+        scaleZ = 1.0f / (cropMax.z - cropMin.z);
+        offsetZ = -cropMin.z * scaleZ;
+
+
+
+        Matrix4f cropMatrix = new Matrix4f(scaleX, 0f, 0f, offsetX,
+                0f, scaleY, 0f, offsetY,
+                0f, 0f, scaleZ, offsetZ,
+                0f, 0f, 0f, 1f);
+
+
+        Matrix4f result = new Matrix4f();
+        result.set(cropMatrix);
+        result.multLocal(projMatrix);
+
+        shadowCam.setProjectionMatrix(result);
+
+    }
+}

+ 125 - 0
engine/src/core/com/jme3/water/ReflectionProcessor.java

@@ -0,0 +1,125 @@
+/*
+ * To change this template, choose Tools | Templates
+ * and open the template in the editor.
+ */
+package com.jme3.water;
+
+import com.jme3.math.Plane;
+import com.jme3.post.SceneProcessor;
+import com.jme3.renderer.Camera;
+import com.jme3.renderer.RenderManager;
+import com.jme3.renderer.ViewPort;
+import com.jme3.renderer.queue.RenderQueue;
+import com.jme3.texture.FrameBuffer;
+
+/**
+ * Reflection Processor
+ * Used to render the reflected scene in an off view port
+ */
+public class ReflectionProcessor implements SceneProcessor {
+
+    private RenderManager rm;
+    private ViewPort vp;
+    private Camera reflectionCam;
+    private FrameBuffer reflectionBuffer;
+    private Plane reflectionClipPlane;
+
+    /**
+     * Creates a ReflectionProcessor
+     * @param reflectionCam the cam to use for reflection
+     * @param reflectionBuffer the FrameBuffer to render to
+     * @param reflectionClipPlane the clipping plane
+     */
+    public ReflectionProcessor(Camera reflectionCam, FrameBuffer reflectionBuffer, Plane reflectionClipPlane) {
+        this.reflectionCam = reflectionCam;
+        this.reflectionBuffer = reflectionBuffer;
+        this.reflectionClipPlane = reflectionClipPlane;
+    }
+
+    public void initialize(RenderManager rm, ViewPort vp) {
+        this.rm = rm;
+        this.vp = vp;
+    }
+
+    public void reshape(ViewPort vp, int w, int h) {
+    }
+
+    public boolean isInitialized() {
+        return rm != null;
+    }
+
+    public void preFrame(float tpf) {
+    }
+
+    public void postQueue(RenderQueue rq) {
+        //we need special treatement for the sky because it must not be clipped
+        rm.getRenderer().setFrameBuffer(reflectionBuffer);
+        reflectionCam.setProjectionMatrix(null);
+        rm.setCamera(reflectionCam, false);
+        rm.getRenderer().clearBuffers(true, true, true);
+        //Rendering the sky whithout clipping
+        rm.getRenderer().setDepthRange(1, 1);
+        vp.getQueue().renderQueue(RenderQueue.Bucket.Sky, rm, reflectionCam, true);
+        rm.getRenderer().setDepthRange(0, 1);
+        //setting the clip plane to the cam
+        reflectionCam.setClipPlane(reflectionClipPlane, Plane.Side.Positive);//,1
+        rm.setCamera(reflectionCam, false);
+
+    }
+
+    public void postFrame(FrameBuffer out) {
+    }
+
+    public void cleanup() {
+    }
+
+    /**
+     * Internal use only<br>
+     * returns the frame buffer
+     * @return 
+     */
+    public FrameBuffer getReflectionBuffer() {
+        return reflectionBuffer;
+    }
+
+    /**
+     * Internal use only<br>
+     * sets the frame buffer
+     * @param reflectionBuffer 
+     */
+    public void setReflectionBuffer(FrameBuffer reflectionBuffer) {
+        this.reflectionBuffer = reflectionBuffer;
+    }
+
+    /**
+     * returns the reflection cam
+     * @return 
+     */
+    public Camera getReflectionCam() {
+        return reflectionCam;
+    }
+
+    /**
+     * sets the reflection cam
+     * @param reflectionCam 
+     */
+    public void setReflectionCam(Camera reflectionCam) {
+        this.reflectionCam = reflectionCam;
+    }
+
+    /**
+     * returns the reflection clip plane
+     * @return 
+     */
+    public Plane getReflectionClipPlane() {
+        return reflectionClipPlane;
+    }
+
+    /**
+     * Sets the reflection clip plane
+     * @param reflectionClipPlane 
+     */
+    public void setReflectionClipPlane(Plane reflectionClipPlane) {
+        this.reflectionClipPlane = reflectionClipPlane;
+    }
+}

+ 589 - 0
engine/src/core/com/jme3/water/SimpleWaterProcessor.java

@@ -0,0 +1,589 @@
+/*
+ * Copyright (c) 2009-2010 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.water;
+
+import com.jme3.asset.AssetManager;
+import com.jme3.material.Material;
+import com.jme3.math.*;
+import com.jme3.post.SceneProcessor;
+import com.jme3.renderer.Camera;
+import com.jme3.renderer.RenderManager;
+import com.jme3.renderer.Renderer;
+import com.jme3.renderer.ViewPort;
+import com.jme3.renderer.queue.RenderQueue;
+import com.jme3.scene.Geometry;
+import com.jme3.scene.Spatial;
+import com.jme3.scene.shape.Quad;
+import com.jme3.texture.FrameBuffer;
+import com.jme3.texture.Image.Format;
+import com.jme3.texture.Texture.WrapMode;
+import com.jme3.texture.Texture2D;
+import com.jme3.ui.Picture;
+
+/**
+ *
+ * Simple Water renders a simple plane that use reflection and refraction to look like water.
+ * It's pretty basic, but much faster than the WaterFilter
+ * It's useful if you aim low specs hardware and still want a good looking water.
+ * Usage is : 
+ * <code>
+ *      SimpleWaterProcessor waterProcessor = new SimpleWaterProcessor(assetManager);
+ *      //setting the scene to use for reflection
+ *      waterProcessor.setReflectionScene(mainScene);
+ *      //setting the light position
+ *      waterProcessor.setLightPosition(lightPos);
+ *      
+ *      //setting the water plane
+ *      Vector3f waterLocation=new Vector3f(0,-20,0);
+ *      waterProcessor.setPlane(new Plane(Vector3f.UNIT_Y, waterLocation.dot(Vector3f.UNIT_Y)));
+ *      //setting the water color 
+ *      waterProcessor.setWaterColor(ColorRGBA.Brown);
+ *
+ *      //creating a quad to render water to
+ *      Quad quad = new Quad(400,400);
+ *
+ *      //the texture coordinates define the general size of the waves
+ *      quad.scaleTextureCoordinates(new Vector2f(6f,6f));
+ *
+ *      //creating a geom to attach the water material 
+ *      Geometry water=new Geometry("water", quad);
+ *      water.setLocalTranslation(-200, -20, 250);
+ *      water.setLocalRotation(new Quaternion().fromAngleAxis(-FastMath.HALF_PI, Vector3f.UNIT_X));
+ *      //finally setting the material
+ *      water.setMaterial(waterProcessor.getMaterial());
+ *    
+ *      //attaching the water to the root node
+ *      rootNode.attachChild(water);
+ * </code>
+ * @author Normen Hansen & Rémy Bouquet
+ */
+public class SimpleWaterProcessor implements SceneProcessor {
+
+    protected RenderManager rm;
+    protected ViewPort vp;
+    protected Spatial reflectionScene;
+    protected ViewPort reflectionView;
+    protected ViewPort refractionView;
+    protected FrameBuffer reflectionBuffer;
+    protected FrameBuffer refractionBuffer;
+    protected Camera reflectionCam;
+    protected Camera refractionCam;
+    protected Texture2D reflectionTexture;
+    protected Texture2D refractionTexture;
+    protected Texture2D depthTexture;
+    protected Texture2D normalTexture;
+    protected Texture2D dudvTexture;
+    protected int renderWidth = 512;
+    protected int renderHeight = 512;
+    protected Plane plane = new Plane(Vector3f.UNIT_Y, Vector3f.ZERO.dot(Vector3f.UNIT_Y));
+    protected float speed = 0.05f;
+    protected Ray ray = new Ray();
+    protected Vector3f targetLocation = new Vector3f();
+    protected AssetManager manager;
+    protected Material material;
+    protected float waterDepth = 1;
+    protected float waterTransparency = 0.4f;
+    protected boolean debug = false;
+    private Picture dispRefraction;
+    private Picture dispReflection;
+    private Picture dispDepth;
+    private Plane reflectionClipPlane;
+    private Plane refractionClipPlane;
+    private float refractionClippingOffset = 0.3f;
+    private float reflectionClippingOffset = -5f;
+    private Vector3f vect1 = new Vector3f();
+    private Vector3f vect2 = new Vector3f();
+    private Vector3f vect3 = new Vector3f();
+
+    /**
+     * Creates a SimpleWaterProcessor
+     * @param manager the asset manager
+     */
+    public SimpleWaterProcessor(AssetManager manager) {
+        this.manager = manager;
+        material = new Material(manager, "Common/MatDefs/Water/SimpleWater.j3md");
+        material.setFloat("waterDepth", waterDepth);
+        material.setFloat("waterTransparency", waterTransparency / 10);
+        material.setColor("waterColor", ColorRGBA.White);
+        material.setVector3("lightPos", new Vector3f(1, -1, 1));
+
+        material.setColor("distortionScale", new ColorRGBA(0.2f, 0.2f, 0.2f, 0.2f));
+        material.setColor("distortionMix", new ColorRGBA(0.5f, 0.5f, 0.5f, 0.5f));
+        material.setColor("texScale", new ColorRGBA(1.0f, 1.0f, 1.0f, 1.0f));
+        updateClipPlanes();
+
+    }
+
+    public void initialize(RenderManager rm, ViewPort vp) {
+        this.rm = rm;
+        this.vp = vp;
+
+        loadTextures(manager);
+        createTextures();
+        applyTextures(material);
+
+        createPreViews();
+
+        material.setVector2("FrustumNearFar", new Vector2f(vp.getCamera().getFrustumNear(), vp.getCamera().getFrustumFar()));
+
+        if (debug) {
+            dispRefraction = new Picture("dispRefraction");
+            dispRefraction.setTexture(manager, refractionTexture, false);
+            dispReflection = new Picture("dispRefraction");
+            dispReflection.setTexture(manager, reflectionTexture, false);
+            dispDepth = new Picture("depthTexture");
+            dispDepth.setTexture(manager, depthTexture, false);
+        }
+    }
+
+    public void reshape(ViewPort vp, int w, int h) {
+    }
+
+    public boolean isInitialized() {
+        return rm != null;
+    }
+    float time = 0;
+    float savedTpf = 0;
+
+    public void preFrame(float tpf) {
+        time = time + (tpf * speed);
+        if (time > 1f) {
+            time = 0;
+        }
+        material.setFloat("time", time);
+        savedTpf = tpf;
+    }
+
+    public void postQueue(RenderQueue rq) {
+        Camera sceneCam = rm.getCurrentCamera();
+
+        //update ray
+        ray.setOrigin(sceneCam.getLocation());
+        ray.setDirection(sceneCam.getDirection());
+
+        //update refraction cam
+        refractionCam.setLocation(sceneCam.getLocation());
+        refractionCam.setRotation(sceneCam.getRotation());
+        refractionCam.setFrustum(sceneCam.getFrustumNear(),
+                sceneCam.getFrustumFar(),
+                sceneCam.getFrustumLeft(),
+                sceneCam.getFrustumRight(),
+                sceneCam.getFrustumTop(),
+                sceneCam.getFrustumBottom());
+
+        //update reflection cam
+        boolean inv = false;
+        if (!ray.intersectsWherePlane(plane, targetLocation)) {
+            ray.setDirection(ray.getDirection().negateLocal());
+            ray.intersectsWherePlane(plane, targetLocation);
+            inv = true;
+        }
+        Vector3f loc = plane.reflect(sceneCam.getLocation(), new Vector3f());
+        reflectionCam.setLocation(loc);
+        reflectionCam.setFrustum(sceneCam.getFrustumNear(),
+                sceneCam.getFrustumFar(),
+                sceneCam.getFrustumLeft(),
+                sceneCam.getFrustumRight(),
+                sceneCam.getFrustumTop(),
+                sceneCam.getFrustumBottom());
+        // tempVec and calcVect are just temporary vector3f objects
+        vect1.set(sceneCam.getLocation()).addLocal(sceneCam.getUp());
+        float planeDistance = plane.pseudoDistance(vect1);
+        vect2.set(plane.getNormal()).multLocal(planeDistance * 2.0f);
+        vect3.set(vect1.subtractLocal(vect2)).subtractLocal(loc).normalizeLocal().negateLocal();
+        // now set the up vector
+        reflectionCam.lookAt(targetLocation, vect3);
+        if (inv) {
+            reflectionCam.setAxes(reflectionCam.getLeft().negateLocal(), reflectionCam.getUp(), reflectionCam.getDirection().negateLocal());
+        }
+
+        //Rendering reflection and refraction
+        rm.renderViewPort(reflectionView, savedTpf);
+        rm.renderViewPort(refractionView, savedTpf);
+        rm.getRenderer().setFrameBuffer(vp.getOutputFrameBuffer());
+        rm.setCamera(sceneCam, false);
+
+    }
+
+    public void postFrame(FrameBuffer out) {
+        if (debug) {
+            displayMap(rm.getRenderer(), dispRefraction, 64);
+            displayMap(rm.getRenderer(), dispReflection, 256);
+            displayMap(rm.getRenderer(), dispDepth, 448);
+        }
+    }
+
+    public void cleanup() {
+    }
+
+    //debug only : displays maps
+    protected void displayMap(Renderer r, Picture pic, int left) {
+        Camera cam = vp.getCamera();
+        rm.setCamera(cam, true);
+        int h = cam.getHeight();
+
+        pic.setPosition(left, h / 20f);
+
+        pic.setWidth(128);
+        pic.setHeight(128);
+        pic.updateGeometricState();
+        rm.renderGeometry(pic);
+        rm.setCamera(cam, false);
+    }
+
+    protected void loadTextures(AssetManager manager) {
+        normalTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/water_normalmap.dds");
+        dudvTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/dudv_map.jpg");
+        normalTexture.setWrap(WrapMode.Repeat);
+        dudvTexture.setWrap(WrapMode.Repeat);
+    }
+
+    protected void createTextures() {
+        reflectionTexture = new Texture2D(renderWidth, renderHeight, Format.RGBA8);
+        refractionTexture = new Texture2D(renderWidth, renderHeight, Format.RGBA8);
+        depthTexture = new Texture2D(renderWidth, renderHeight, Format.Depth);
+    }
+
+    protected void applyTextures(Material mat) {
+        mat.setTexture("water_reflection", reflectionTexture);
+        mat.setTexture("water_refraction", refractionTexture);
+        mat.setTexture("water_depthmap", depthTexture);
+        mat.setTexture("water_normalmap", normalTexture);
+        mat.setTexture("water_dudvmap", dudvTexture);
+    }
+
+    protected void createPreViews() {
+        reflectionCam = new Camera(renderWidth, renderHeight);
+        refractionCam = new Camera(renderWidth, renderHeight);
+
+        // create a pre-view. a view that is rendered before the main view
+        reflectionView = new ViewPort("Reflection View", reflectionCam);
+        reflectionView.setClearFlags(true, true, true);
+        reflectionView.setBackgroundColor(ColorRGBA.Black);
+        // create offscreen framebuffer
+        reflectionBuffer = new FrameBuffer(renderWidth, renderHeight, 1);
+        //setup framebuffer to use texture
+        reflectionBuffer.setDepthBuffer(Format.Depth);
+        reflectionBuffer.setColorTexture(reflectionTexture);
+
+        //set viewport to render to offscreen framebuffer
+        reflectionView.setOutputFrameBuffer(reflectionBuffer);
+        reflectionView.addProcessor(new ReflectionProcessor(reflectionCam, reflectionBuffer, reflectionClipPlane));
+        // attach the scene to the viewport to be rendered
+        reflectionView.attachScene(reflectionScene);
+
+        // create a pre-view. a view that is rendered before the main view
+        refractionView = new ViewPort("Refraction View", refractionCam);
+        refractionView.setClearFlags(true, true, true);
+        refractionView.setBackgroundColor(ColorRGBA.Black);
+        // create offscreen framebuffer
+        refractionBuffer = new FrameBuffer(renderWidth, renderHeight, 1);
+        //setup framebuffer to use texture
+        refractionBuffer.setDepthBuffer(Format.Depth);
+        refractionBuffer.setColorTexture(refractionTexture);
+        refractionBuffer.setDepthTexture(depthTexture);
+        //set viewport to render to offscreen framebuffer
+        refractionView.setOutputFrameBuffer(refractionBuffer);
+        refractionView.addProcessor(new RefractionProcessor());
+        // attach the scene to the viewport to be rendered
+        refractionView.attachScene(reflectionScene);
+    }
+
+    protected void destroyViews() {
+        //  rm.removePreView(reflectionView);
+        rm.removePreView(refractionView);
+    }
+
+    /**
+     * Get the water material from this processor, apply this to your water quad.
+     * @return
+     */
+    public Material getMaterial() {
+        return material;
+    }
+
+    /**
+     * Sets the reflected scene, should not include the water quad!
+     * Set before adding processor.
+     * @param spat
+     */
+    public void setReflectionScene(Spatial spat) {
+        reflectionScene = spat;
+    }
+
+    /**
+     * returns the width of the reflection and refraction textures
+     * @return 
+     */
+    public int getRenderWidth() {
+        return renderWidth;
+    }
+
+    /**
+     * returns the height of the reflection and refraction textures
+     * @return 
+     */
+    public int getRenderHeight() {
+        return renderHeight;
+    }
+
+    /**
+     * Set the reflection Texture render size,
+     * set before adding the processor!
+     * @param with
+     * @param height
+     */
+    public void setRenderSize(int width, int height) {
+        renderWidth = width;
+        renderHeight = height;
+    }
+
+    /**
+     * returns the water plane
+     * @return 
+     */
+    public Plane getPlane() {
+        return plane;
+    }
+
+    /**
+     * Set the water plane for this processor.
+     * @param plane
+     */
+    public void setPlane(Plane plane) {
+        this.plane.setConstant(plane.getConstant());
+        this.plane.setNormal(plane.getNormal());
+        updateClipPlanes();
+    }
+
+    /**
+     * Set the water plane using an origin (location) and a normal (reflection direction).
+     * @param origin Set to 0,-6,0 if your water quad is at that location for correct reflection
+     * @param normal Set to 0,1,0 (Vector3f.UNIT_Y) for normal planar water
+     */
+    public void setPlane(Vector3f origin, Vector3f normal) {
+        this.plane.setOriginNormal(origin, normal);
+        updateClipPlanes();
+    }
+
+    private void updateClipPlanes() {
+        reflectionClipPlane = plane.clone();
+        reflectionClipPlane.setConstant(reflectionClipPlane.getConstant() + reflectionClippingOffset);
+        refractionClipPlane = plane.clone();
+        refractionClipPlane.setConstant(refractionClipPlane.getConstant() + refractionClippingOffset);
+
+    }
+
+    /**
+     * Set the light Position for the processor
+     * @param position
+     */
+    //TODO maybe we should provide a convenient method to compute position from direction
+    public void setLightPosition(Vector3f position) {
+        material.setVector3("lightPos", position);
+    }
+
+    /**
+     * Set the color that will be added to the refraction texture.
+     * @param color
+     */
+    public void setWaterColor(ColorRGBA color) {
+        material.setColor("waterColor", color);
+    }
+
+    /**
+     * Higher values make the refraction texture shine through earlier.
+     * Default is 4
+     * @param depth
+     */
+    public void setWaterDepth(float depth) {
+        waterDepth = depth;
+        material.setFloat("waterDepth", depth);
+    }
+
+    /**
+     * return the water depth
+     * @return 
+     */
+    public float getWaterDepth() {
+        return waterDepth;
+    }
+
+    /**
+     * returns water transparency
+     * @return 
+     */
+    public float getWaterTransparency() {
+        return waterTransparency;
+    }
+
+    /**
+     * sets the water transparency default os 0.1f
+     * @param waterTransparency 
+     */
+    public void setWaterTransparency(float waterTransparency) {
+        this.waterTransparency = Math.max(0, waterTransparency);
+        material.setFloat("waterTransparency", waterTransparency / 10);
+    }
+
+    /**
+     * Sets the speed of the wave animation, default = 0.05f.
+     * @param speed
+     */
+    public void setWaveSpeed(float speed) {
+        this.speed = speed;
+    }
+
+    /**
+     * Sets the scale of distortion by the normal map, default = 0.2
+     */
+    public void setDistortionScale(float value) {
+        material.setColor("distortionScale", new ColorRGBA(value, value, value, value));
+    }
+
+    /**
+     * Sets how the normal and dudv map are mixed to create the wave effect, default = 0.5
+     */
+    public void setDistortionMix(float value) {
+        material.setColor("distortionMix", new ColorRGBA(value, value, value, value));
+    }
+
+    /**
+     * Sets the scale of the normal/dudv texture, default = 1.
+     * Note that the waves should be scaled by the texture coordinates of the quad to avoid animation artifacts,
+     * use mesh.scaleTextureCoordinates(Vector2f) for that.
+     */
+    public void setTexScale(float value) {
+        material.setColor("texScale", new ColorRGBA(value, value, value, value));
+    }
+
+    /**
+     * retruns true if the waterprocessor is in debug mode
+     * @return 
+     */
+    public boolean isDebug() {
+        return debug;
+    }
+
+    /**
+     * set to true to display reflection and refraction textures in the GUI for debug purpose
+     * @param debug 
+     */
+    public void setDebug(boolean debug) {
+        this.debug = debug;
+    }
+
+    /**
+     * Creates a quad with the water material applied to it.
+     * @param width
+     * @param height
+     * @return
+     */
+    public Geometry createWaterGeometry(float width, float height) {
+        Quad quad = new Quad(width, height);
+        Geometry geom = new Geometry("WaterGeometry", quad);
+        geom.setLocalRotation(new Quaternion().fromAngleAxis(-FastMath.HALF_PI, Vector3f.UNIT_X));
+        geom.setMaterial(material);
+        return geom;
+    }
+
+    /**
+     * returns the reflection clipping plane offset
+     * @return
+     */
+    public float getReflectionClippingOffset() {
+        return reflectionClippingOffset;
+    }
+
+    /**
+     * sets the reflection clipping plane offset
+     * set a nagetive value to lower the clipping plane for relection texture rendering.     
+     * @param reflectionClippingOffset
+     */
+    public void setReflectionClippingOffset(float reflectionClippingOffset) {
+        this.reflectionClippingOffset = reflectionClippingOffset;
+        updateClipPlanes();
+    }
+
+    /**
+     * returns the refraction clipping plane offset
+     * @return
+     */
+    public float getRefractionClippingOffset() {
+        return refractionClippingOffset;
+    }
+
+    /**
+     * Sets the refraction clipping plane offset
+     * set a positive value to raise the clipping plane for refraction texture rendering
+     * @param refractionClippingOffset
+     */
+    public void setRefractionClippingOffset(float refractionClippingOffset) {
+        this.refractionClippingOffset = refractionClippingOffset;
+        updateClipPlanes();
+    }
+
+    /**
+     * Refraction Processor
+     */
+    public class RefractionProcessor implements SceneProcessor {
+
+        RenderManager rm;
+        ViewPort vp;
+
+        public void initialize(RenderManager rm, ViewPort vp) {
+            this.rm = rm;
+            this.vp = vp;
+        }
+
+        public void reshape(ViewPort vp, int w, int h) {
+        }
+
+        public boolean isInitialized() {
+            return rm != null;
+        }
+
+        public void preFrame(float tpf) {
+            refractionCam.setClipPlane(refractionClipPlane, Plane.Side.Negative);//,-1
+
+        }
+
+        public void postQueue(RenderQueue rq) {
+        }
+
+        public void postFrame(FrameBuffer out) {
+        }
+
+        public void cleanup() {
+        }
+    }
+}

+ 1050 - 0
engine/src/core/com/jme3/water/WaterFilter.java

@@ -0,0 +1,1050 @@
+/*
+ * Copyright (c) 2009-2010 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.water;
+
+import com.jme3.asset.AssetManager;
+import com.jme3.export.InputCapsule;
+import com.jme3.export.JmeExporter;
+import com.jme3.export.JmeImporter;
+import com.jme3.export.OutputCapsule;
+import com.jme3.light.DirectionalLight;
+import com.jme3.light.Light;
+import com.jme3.material.Material;
+import com.jme3.math.*;
+import com.jme3.post.Filter;
+import com.jme3.post.Filter.Pass;
+import com.jme3.renderer.Camera;
+import com.jme3.renderer.RenderManager;
+import com.jme3.renderer.ViewPort;
+import com.jme3.scene.Node;
+import com.jme3.scene.Spatial;
+import com.jme3.texture.Image.Format;
+import com.jme3.texture.Texture.WrapMode;
+import com.jme3.texture.Texture2D;
+import com.jme3.util.TempVars;
+import java.io.IOException;
+
+/**
+ * The WaterFilter is a 2D post process that simulate water.
+ * It renders water above and under water.
+ * See this blog post for more info <a href="http://jmonkeyengine.org/2011/01/15/new-advanced-water-effect-for-jmonkeyengine-3/">http://jmonkeyengine.org/2011/01/15/new-advanced-water-effect-for-jmonkeyengine-3/</a>
+ * 
+ * 
+ * @author Rémy Bouquet aka Nehon
+ */
+public class WaterFilter extends Filter {
+
+    private Pass reflectionPass;
+    protected Spatial reflectionScene;
+    protected ViewPort reflectionView;
+    private Texture2D normalTexture;
+    private Texture2D foamTexture;
+    private Texture2D causticsTexture;
+    private Texture2D heightTexture;
+    private Plane plane;
+    private Camera reflectionCam;
+    protected Ray ray = new Ray();
+    private Vector3f targetLocation = new Vector3f();
+    private ReflectionProcessor reflectionProcessor;
+    private Matrix4f biasMatrix = new Matrix4f(0.5f, 0.0f, 0.0f, 0.5f,
+            0.0f, 0.5f, 0.0f, 0.5f,
+            0.0f, 0.0f, 0.0f, 0.5f,
+            0.0f, 0.0f, 0.0f, 1.0f);
+    private Matrix4f textureProjMatrix = new Matrix4f();
+    private boolean underWater;
+    private RenderManager renderManager;
+    private ViewPort viewPort;
+    private float time = 0;
+    //properties
+    private float speed = 1;
+    private Vector3f lightDirection = new Vector3f(0, -1, 0);
+    private ColorRGBA lightColor = ColorRGBA.White;
+    private float waterHeight = 0.0f;
+    private ColorRGBA waterColor = new ColorRGBA(0.0078f, 0.3176f, 0.5f, 1.0f);
+    private ColorRGBA deepWaterColor = new ColorRGBA(0.0039f, 0.00196f, 0.145f, 1.0f);
+    private Vector3f colorExtinction = new Vector3f(5.0f, 20.0f, 30.0f);
+    private float waterTransparency = 0.1f;
+    private float maxAmplitude = 1.5f;
+    private float shoreHardness = 0.1f;
+    private boolean useFoam = true;
+    private float foamIntensity = 0.5f;
+    private float foamHardness = 1.0f;
+    private Vector3f foamExistence = new Vector3f(0.45f, 4.35f, 1.5f);
+    private float waveScale = 0.005f;
+    private float sunScale = 3.0f;
+    private float shininess = 0.7f;
+    private Vector2f windDirection = new Vector2f(0.0f, -1.0f);
+    private int reflectionMapSize = 512;
+    private boolean useRipples = true;
+    private float normalScale = 3.0f;
+    private boolean useHQShoreline = true;
+    private boolean useSpecular = true;
+    private boolean useRefraction = true;
+    private float refractionStrength = 0.0f;
+    private float refractionConstant = 0.5f;
+    private float reflectionDisplace = 30;
+    private float underWaterFogDistance = 120;
+    private boolean useCaustics = true;
+    private float causticsIntensity = 0.5f;
+
+    /**
+     * Create a Water Filter
+     */
+    public WaterFilter() {
+        super("WaterFilter");
+    }
+
+    public WaterFilter(Node reflectionScene, Vector3f lightDirection) {
+        super("WaterFilter");
+        this.reflectionScene = reflectionScene;
+        this.lightDirection = lightDirection;
+    }
+
+    @Override
+    protected boolean isRequiresDepthTexture() {
+        return true;
+    }
+
+    @Override
+    protected void preFrame(float tpf) {
+        time = time + (tpf * speed);
+        material.setFloat("Time", time);
+        Camera sceneCam = viewPort.getCamera();
+        biasMatrix.mult(sceneCam.getViewProjectionMatrix(), textureProjMatrix);
+        material.setMatrix4("TextureProjMatrix", textureProjMatrix);
+        material.setVector3("CameraPosition", sceneCam.getLocation());
+        material.setMatrix4("ViewProjectionMatrixInverse", sceneCam.getViewProjectionMatrix().invert());
+
+        material.setFloat("WaterHeight", waterHeight);
+
+        //update reflection cam
+        ray.setOrigin(sceneCam.getLocation());
+        ray.setDirection(sceneCam.getDirection());
+        plane = new Plane(Vector3f.UNIT_Y, new Vector3f(0, waterHeight, 0).dot(Vector3f.UNIT_Y));
+        reflectionProcessor.setReflectionClipPlane(plane);
+        boolean inv = false;
+        if (!ray.intersectsWherePlane(plane, targetLocation)) {
+            ray.setDirection(ray.getDirection().negateLocal());
+            ray.intersectsWherePlane(plane, targetLocation);
+            inv = true;
+        }
+        Vector3f loc = plane.reflect(sceneCam.getLocation(), new Vector3f());
+        reflectionCam.setLocation(loc);
+        reflectionCam.setFrustum(sceneCam.getFrustumNear(),
+                sceneCam.getFrustumFar(),
+                sceneCam.getFrustumLeft(),
+                sceneCam.getFrustumRight(),
+                sceneCam.getFrustumTop(),
+                sceneCam.getFrustumBottom());
+        TempVars vars = TempVars.get();
+
+
+        vars.vect1.set(sceneCam.getLocation()).addLocal(sceneCam.getUp());
+        float planeDistance = plane.pseudoDistance(vars.vect1);
+        vars.vect2.set(plane.getNormal()).multLocal(planeDistance * 2.0f);
+        vars.vect3.set(vars.vect1.subtractLocal(vars.vect2)).subtractLocal(loc).normalizeLocal().negateLocal();
+
+        reflectionCam.lookAt(targetLocation, vars.vect3);
+        vars.release();
+
+        if (inv) {
+            reflectionCam.setAxes(reflectionCam.getLeft().negateLocal(), reflectionCam.getUp(), reflectionCam.getDirection().negateLocal());
+        }
+
+        //if we're under water no need to compute reflection
+        if (sceneCam.getLocation().y >= waterHeight) {
+            boolean rtb = true;
+            if (!renderManager.isHandleTranslucentBucket()) {
+                renderManager.setHandleTranslucentBucket(true);
+                rtb = false;
+            }
+            renderManager.renderViewPort(reflectionView, tpf);
+            if (!rtb) {
+                renderManager.setHandleTranslucentBucket(false);
+            }
+            renderManager.setCamera(sceneCam, false);
+            renderManager.getRenderer().setFrameBuffer(viewPort.getOutputFrameBuffer());
+
+
+            underWater = false;
+        } else {
+            underWater = true;
+        }
+    }
+
+    @Override
+    protected Material getMaterial() {
+        return material;
+    }
+
+    private DirectionalLight findLight(Node node) {
+        for (Light light : node.getWorldLightList()) {    
+            if (light instanceof DirectionalLight) {
+                return (DirectionalLight) light;
+            }
+        }
+        for (Spatial child : node.getChildren()) {
+            if (child instanceof Node) {
+                return findLight((Node) child);
+            }
+        }
+
+        return null;
+    }
+
+    @Override
+    protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
+
+        if (reflectionScene == null) {
+            reflectionScene = vp.getScenes().get(0);
+            DirectionalLight l = findLight((Node) reflectionScene);
+            if (l != null) {
+                lightDirection = l.getDirection();
+            }
+
+        }
+
+        this.renderManager = renderManager;
+        this.viewPort = vp;
+        reflectionPass = new Pass();
+        reflectionPass.init(renderManager.getRenderer(), reflectionMapSize, reflectionMapSize, Format.RGBA8, Format.Depth);
+        reflectionCam = new Camera(reflectionMapSize, reflectionMapSize);
+        reflectionView = new ViewPort("reflectionView", reflectionCam);
+        reflectionView.setClearFlags(true, true, true);
+        reflectionView.attachScene(reflectionScene);
+        reflectionView.setOutputFrameBuffer(reflectionPass.getRenderFrameBuffer());
+        plane = new Plane(Vector3f.UNIT_Y, new Vector3f(0, waterHeight, 0).dot(Vector3f.UNIT_Y));
+        reflectionProcessor = new ReflectionProcessor(reflectionCam, reflectionPass.getRenderFrameBuffer(), plane);
+        reflectionView.addProcessor(reflectionProcessor);
+
+        normalTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/water_normalmap.dds");
+        if (foamTexture == null) {
+            foamTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/foam.jpg");
+        }
+        if (causticsTexture == null) {
+            causticsTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/caustics.jpg");
+        }
+        heightTexture = (Texture2D) manager.loadTexture("Common/MatDefs/Water/Textures/heightmap.jpg");
+
+        normalTexture.setWrap(WrapMode.Repeat);
+        foamTexture.setWrap(WrapMode.Repeat);
+        causticsTexture.setWrap(WrapMode.Repeat);
+        heightTexture.setWrap(WrapMode.Repeat);
+
+        material = new Material(manager, "Common/MatDefs/Water/Water.j3md");
+        material.setTexture("HeightMap", heightTexture);
+        material.setTexture("CausticsMap", causticsTexture);
+        material.setTexture("FoamMap", foamTexture);
+        material.setTexture("NormalMap", normalTexture);
+        material.setTexture("ReflectionMap", reflectionPass.getRenderedTexture());
+
+        material.setFloat("WaterTransparency", waterTransparency);
+        material.setFloat("NormalScale", normalScale);
+        material.setFloat("R0", refractionConstant);
+        material.setFloat("MaxAmplitude", maxAmplitude);
+        material.setVector3("LightDir", lightDirection);
+        material.setColor("LightColor", lightColor);
+        material.setFloat("ShoreHardness", shoreHardness);
+        material.setFloat("RefractionStrength", refractionStrength);
+        material.setFloat("WaveScale", waveScale);
+        material.setVector3("FoamExistence", foamExistence);
+        material.setFloat("SunScale", sunScale);
+        material.setVector3("ColorExtinction", colorExtinction);
+        material.setFloat("Shininess", shininess);
+        material.setColor("WaterColor", waterColor);
+        material.setColor("DeepWaterColor", deepWaterColor);
+        material.setVector2("WindDirection", windDirection);
+        material.setFloat("FoamHardness", foamHardness);
+        material.setBoolean("UseRipples", useRipples);
+        material.setBoolean("UseHQShoreline", useHQShoreline);
+        material.setBoolean("UseSpecular", useSpecular);
+        material.setBoolean("UseFoam", useFoam);
+        material.setBoolean("UseCaustics", useCaustics);
+        material.setBoolean("UseRefraction", useRefraction);
+        material.setFloat("ReflectionDisplace", reflectionDisplace);
+        material.setFloat("FoamIntensity", foamIntensity);
+        material.setFloat("UnderWaterFogDistance", underWaterFogDistance);
+        material.setFloat("CausticsIntensity", causticsIntensity);
+
+
+    }
+
+    @Override
+    public void write(JmeExporter ex) throws IOException {
+        super.write(ex);
+        OutputCapsule oc = ex.getCapsule(this);
+
+        oc.write(speed, "speed", 1f);
+        oc.write(lightDirection, "lightDirection", new Vector3f(0, -1, 0));
+        oc.write(lightColor, "lightColor", ColorRGBA.White);
+        oc.write(waterHeight, "waterHeight", 0.0f);
+        oc.write(waterColor, "waterColor", new ColorRGBA(0.0078f, 0.3176f, 0.5f, 1.0f));
+        oc.write(deepWaterColor, "deepWaterColor", new ColorRGBA(0.0039f, 0.00196f, 0.145f, 1.0f));
+
+        oc.write(colorExtinction, "colorExtinction", new Vector3f(5.0f, 20.0f, 30.0f));
+        oc.write(waterTransparency, "waterTransparency", 0.1f);
+        oc.write(maxAmplitude, "maxAmplitude", 1.5f);
+        oc.write(shoreHardness, "shoreHardness", 0.1f);
+        oc.write(useFoam, "useFoam", true);
+
+        oc.write(foamIntensity, "foamIntensity", 0.5f);
+        oc.write(foamHardness, "foamHardness", 1.0f);
+
+        oc.write(foamExistence, "foamExistence", new Vector3f(0.45f, 4.35f, 1.5f));
+        oc.write(waveScale, "waveScale", 0.005f);
+
+        oc.write(sunScale, "sunScale", 3.0f);
+        oc.write(shininess, "shininess", 0.7f);
+        oc.write(windDirection, "windDirection", new Vector2f(0.0f, -1.0f));
+        oc.write(reflectionMapSize, "reflectionMapSize", 512);
+        oc.write(useRipples, "useRipples", true);
+
+        oc.write(normalScale, "normalScale", 3.0f);
+        oc.write(useHQShoreline, "useHQShoreline", true);
+
+        oc.write(useSpecular, "useSpecular", true);
+
+        oc.write(useRefraction, "useRefraction", true);
+        oc.write(refractionStrength, "refractionStrength", 0.0f);
+        oc.write(refractionConstant, "refractionConstant", 0.5f);
+        oc.write(reflectionDisplace, "reflectionDisplace", 30f);
+        oc.write(underWaterFogDistance, "underWaterFogDistance", 120f);
+        oc.write(causticsIntensity, "causticsIntensity", 0.5f);
+
+        oc.write(useCaustics, "useCaustics", true);
+    }
+
+    @Override
+    public void read(JmeImporter im) throws IOException {
+        super.read(im);
+        InputCapsule ic = im.getCapsule(this);
+        speed = ic.readFloat("speed", 1f);
+        lightDirection = (Vector3f) ic.readSavable("lightDirection", new Vector3f(0, -1, 0));
+        lightColor = (ColorRGBA) ic.readSavable("lightColor", ColorRGBA.White);
+        waterHeight = ic.readFloat("waterHeight", 0.0f);
+        waterColor = (ColorRGBA) ic.readSavable("waterColor", new ColorRGBA(0.0078f, 0.3176f, 0.5f, 1.0f));
+        deepWaterColor = (ColorRGBA) ic.readSavable("deepWaterColor", new ColorRGBA(0.0039f, 0.00196f, 0.145f, 1.0f));
+
+        colorExtinction = (Vector3f) ic.readSavable("colorExtinction", new Vector3f(5.0f, 20.0f, 30.0f));
+        waterTransparency = ic.readFloat("waterTransparency", 0.1f);
+        maxAmplitude = ic.readFloat("maxAmplitude", 1.5f);
+        shoreHardness = ic.readFloat("shoreHardness", 0.1f);
+        useFoam = ic.readBoolean("useFoam", true);
+
+        foamIntensity = ic.readFloat("foamIntensity", 0.5f);
+        foamHardness = ic.readFloat("foamHardness", 1.0f);
+
+        foamExistence = (Vector3f) ic.readSavable("foamExistence", new Vector3f(0.45f, 4.35f, 1.5f));
+        waveScale = ic.readFloat("waveScale", 0.005f);
+
+        sunScale = ic.readFloat("sunScale", 3.0f);
+        shininess = ic.readFloat("shininess", 0.7f);
+        windDirection = (Vector2f) ic.readSavable("windDirection", new Vector2f(0.0f, -1.0f));
+        reflectionMapSize = ic.readInt("reflectionMapSize", 512);
+        useRipples = ic.readBoolean("useRipples", true);
+
+        normalScale = ic.readFloat("normalScale", 3.0f);
+        useHQShoreline = ic.readBoolean("useHQShoreline", true);
+
+        useSpecular = ic.readBoolean("useSpecular", true);
+
+        useRefraction = ic.readBoolean("useRefraction", true);
+        refractionStrength = ic.readFloat("refractionStrength", 0.0f);
+        refractionConstant = ic.readFloat("refractionConstant", 0.5f);
+        reflectionDisplace = ic.readFloat("reflectionDisplace", 30f);
+        underWaterFogDistance = ic.readFloat("underWaterFogDistance", 120f);
+        causticsIntensity = ic.readFloat("causticsIntensity", 0.5f);
+
+        useCaustics = ic.readBoolean("useCaustics", true);
+
+    }
+
+    /**
+     * gets the height of the water plane
+     * @return
+     */
+    public float getWaterHeight() {
+        return waterHeight;
+    }
+
+    /**
+     * Sets the height of the water plane
+     * default is 0.0
+     * @param waterHeight
+     */
+    public void setWaterHeight(float waterHeight) {
+        this.waterHeight = waterHeight;
+    }
+
+    /**
+     * sets the scene to render in the reflection map
+     * @param reflectionScene 
+     */
+    public void setReflectionScene(Spatial reflectionScene) {
+        this.reflectionScene = reflectionScene;
+    }
+
+    /**
+     * returns the waterTransparency value
+     * @return
+     */
+    public float getWaterTransparency() {
+        return waterTransparency;
+    }
+
+    /**
+     * Sets how fast will colours fade out. You can also think about this
+     * values as how clear water is. Therefore use smaller values (eg. 0.05)
+     * to have crystal clear water and bigger to achieve "muddy" water.
+     * default is 0.1f
+     * @param waterTransparency
+     */
+    public void setWaterTransparency(float waterTransparency) {
+        this.waterTransparency = waterTransparency;
+        if (material != null) {
+            material.setFloat("WaterTransparency", waterTransparency);
+        }
+    }
+
+    /**
+     * Returns the normal scales applied to the normal map
+     * @return
+     */
+    public float getNormalScale() {
+        return normalScale;
+    }
+
+    /**
+     * Sets the normal scaling factors to apply to the normal map.
+     * the higher the value the more small ripples will be visible on the waves.
+     * default is 1.0
+     * @param normalScale
+     */
+    public void setNormalScale(float normalScale) {
+        this.normalScale = normalScale;
+        if (material != null) {
+            material.setFloat("NormalScale", normalScale);
+        }
+    }
+
+    /**
+     * returns the refractoin constant
+     * @return 
+     */
+    public float getRefractionConstant() {
+        return refractionConstant;
+    }
+
+    /**
+     * This is a constant related to the index of refraction (IOR) used to compute the fresnel term.
+     * F = R0 + (1-R0)( 1 - N.V)^5
+     * where F is the fresnel term, R0 the constant, N the normal vector and V tne view vector.
+     * It usually depend on the material you are lookinh through (here water).
+     * Default value is 0.3f
+     * In practice, the lowest the value and the less the reflection can be seen on water
+     * @param refractionConstant
+     */
+    public void setRefractionConstant(float refractionConstant) {
+        this.refractionConstant = refractionConstant;
+        if (material != null) {
+            material.setFloat("R0", refractionConstant);
+        }
+    }
+
+    /**
+     * return the maximum wave amplitude
+     * @return 
+     */
+    public float getMaxAmplitude() {
+        return maxAmplitude;
+    }
+
+    /**
+     * Sets the maximum waves amplitude
+     * default is 1.0
+     * @param maxAmplitude
+     */
+    public void setMaxAmplitude(float maxAmplitude) {
+        this.maxAmplitude = maxAmplitude;
+        if (material != null) {
+            material.setFloat("MaxAmplitude", maxAmplitude);
+        }
+    }
+
+    /**
+     * gets the light direction
+     * @return
+     */
+    public Vector3f getLightDirection() {
+        return lightDirection;
+    }
+
+    /**
+     * Sets the light direction
+     * @param lightDirection
+     */
+    public void setLightDirection(Vector3f lightDirection) {
+        this.lightDirection = lightDirection;
+        if (material != null) {
+            material.setVector3("LightDir", lightDirection);
+        }
+    }
+
+    /**
+     * returns the light color
+     * @return
+     */
+    public ColorRGBA getLightColor() {
+        return lightColor;
+    }
+
+    /**
+     * Sets the light color to use
+     * default is white
+     * @param lightColor
+     */
+    public void setLightColor(ColorRGBA lightColor) {
+        this.lightColor = lightColor;
+        if (material != null) {
+            material.setColor("LightColor", lightColor);
+        }
+    }
+
+    /**
+     * Return the shoreHardeness
+     * @return
+     */
+    public float getShoreHardness() {
+        return shoreHardness;
+    }
+
+    /**
+     * The smaller this value is, the softer the transition between
+     * shore and water. If you want hard edges use very big value.
+     * Default is 0.1f.
+     * @param shoreHardness
+     */
+    public void setShoreHardness(float shoreHardness) {
+        this.shoreHardness = shoreHardness;
+        if (material != null) {
+            material.setFloat("ShoreHardness", shoreHardness);
+        }
+    }
+
+    /**
+     * returns the foam hardness
+     * @return
+     */
+    public float getFoamHardness() {
+        return foamHardness;
+    }
+
+    /**
+     * Sets the foam hardness : How much the foam will blend with the shore to avoid hard edged water plane.
+     * Default is 1.0
+     * @param foamHardness
+     */
+    public void setFoamHardness(float foamHardness) {
+        this.foamHardness = foamHardness;
+        if (material != null) {
+            material.setFloat("FoamHardness", foamHardness);
+        }
+    }
+
+    /**
+     * returns the refractionStrenght
+     * @return
+     */
+    public float getRefractionStrength() {
+        return refractionStrength;
+    }
+
+    /**
+     * This value modifies current fresnel term. If you want to weaken
+     * reflections use bigger value. If you want to empasize them use
+     * value smaller then 0. Default is 0.0f.
+     * @param refractionStrength
+     */
+    public void setRefractionStrength(float refractionStrength) {
+        this.refractionStrength = refractionStrength;
+        if (material != null) {
+            material.setFloat("RefractionStrength", refractionStrength);
+        }
+    }
+
+    /**
+     * returns the scale factor of the waves height map
+     * @return
+     */
+    public float getWaveScale() {
+        return waveScale;
+    }
+
+    /**
+     * Sets the scale factor of the waves height map
+     * the smaller the value the bigger the waves
+     * default is 0.005f
+     * @param waveScale
+     */
+    public void setWaveScale(float waveScale) {
+        this.waveScale = waveScale;
+        if (material != null) {
+            material.setFloat("WaveScale", waveScale);
+        }
+    }
+
+    /**
+     * returns the foam existance vector
+     * @return
+     */
+    public Vector3f getFoamExistence() {
+        return foamExistence;
+    }
+
+    /**
+     * Describes at what depth foam starts to fade out and
+     * at what it is completely invisible. The third value is at
+     * what height foam for waves appear (+ waterHeight).
+     * default is (0.45, 4.35, 1.0);
+     * @param foamExistence
+     */
+    public void setFoamExistence(Vector3f foamExistence) {
+        this.foamExistence = foamExistence;
+        if (material != null) {
+            material.setVector3("FoamExistence", foamExistence);
+        }
+    }
+
+    /**
+     * gets the scale of the sun
+     * @return
+     */
+    public float getSunScale() {
+        return sunScale;
+    }
+
+    /**
+     * Sets the scale of the sun for specular effect
+     * @param sunScale
+     */
+    public void setSunScale(float sunScale) {
+        this.sunScale = sunScale;
+        if (material != null) {
+            material.setFloat("SunScale", sunScale);
+        }
+    }
+
+    /**
+     * Returns the color exctinction vector of the water
+     * @return
+     */
+    public Vector3f getColorExtinction() {
+        return colorExtinction;
+    }
+
+    /**
+     * Return at what depth the refraction color extinct
+     * the first value is for red
+     * the second is for green
+     * the third is for blue
+     * Play with thos parameters to "trouble" the water
+     * default is (5.0, 20.0, 30.0f);
+     * @param colorExtinction
+     */
+    public void setColorExtinction(Vector3f colorExtinction) {
+        this.colorExtinction = colorExtinction;
+        if (material != null) {
+            material.setVector3("ColorExtinction", colorExtinction);
+        }
+    }
+
+    /**
+     * Sets the foam texture
+     * @param foamTexture
+     */
+    public void setFoamTexture(Texture2D foamTexture) {
+        this.foamTexture = foamTexture;
+        foamTexture.setWrap(WrapMode.Repeat);
+        if (material != null) {
+            material.setTexture("FoamMap", foamTexture);
+        }
+    }
+
+    /**
+     * Sets the height texture
+     * @param heightTexture
+     */
+    public void setHeightTexture(Texture2D heightTexture) {
+        this.heightTexture = heightTexture;
+        heightTexture.setWrap(WrapMode.Repeat);
+    }
+
+    /**
+     * Sets the normal Texture
+     * @param normalTexture
+     */
+    public void setNormalTexture(Texture2D normalTexture) {
+        this.normalTexture = normalTexture;
+        normalTexture.setWrap(WrapMode.Repeat);
+    }
+
+    /**
+     * return the shininess factor of the water
+     * @return
+     */
+    public float getShininess() {
+        return shininess;
+    }
+
+    /**
+     * Sets the shinines factor of the water
+     * default is 0.7f
+     * @param shininess
+     */
+    public void setShininess(float shininess) {
+        this.shininess = shininess;
+        if (material != null) {
+            material.setFloat("Shininess", shininess);
+        }
+    }
+
+    /**
+     * retruns the speed of the waves
+     * @return
+     */
+    public float getSpeed() {
+        return speed;
+    }
+
+    /**
+     * Set the speed of the waves (0.0 is still) default is 1.0
+     * @param speed
+     */
+    public void setSpeed(float speed) {
+        this.speed = speed;
+    }
+
+    /**
+     * returns the color of the water
+     *
+     * @return
+     */
+    public ColorRGBA getWaterColor() {
+        return waterColor;
+    }
+
+    /**
+     * Sets the color of the water
+     * see setDeepWaterColor for deep water color
+     * default is (0.0078f, 0.5176f, 0.5f,1.0f) (greenish blue)
+     * @param waterColour
+     */
+    public void setWaterColor(ColorRGBA waterColor) {
+        this.waterColor = waterColor;
+        if (material != null) {
+            material.setColor("WaterColor", waterColor);
+        }
+    }
+
+    /**
+     * returns the deep water color
+     * @return
+     */
+    public ColorRGBA getDeepWaterColor() {
+        return deepWaterColor;
+    }
+
+    /**
+     * sets the deep water color
+     * see setWaterColor for general color
+     * default is (0.0039f, 0.00196f, 0.145f,1.0f) (very dark blue)
+     * @param deepWaterColor
+     */
+    public void setDeepWaterColor(ColorRGBA deepWaterColor) {
+        this.deepWaterColor = deepWaterColor;
+        if (material != null) {
+            material.setColor("DeepWaterColor", deepWaterColor);
+        }
+    }
+
+    /**
+     * returns the wind direction
+     * @return
+     */
+    public Vector2f getWindDirection() {
+        return windDirection;
+    }
+
+    /**
+     * sets the wind direction
+     * the direction where the waves move
+     * default is (0.0f, -1.0f)
+     * @param windDirection
+     */
+    public void setWindDirection(Vector2f windDirection) {
+        this.windDirection = windDirection;
+        if (material != null) {
+            material.setVector2("WindDirection", windDirection);
+        }
+    }
+
+    /**
+     * returns the size of the reflection map
+     * @return
+     */
+    public int getReflectionMapSize() {
+        return reflectionMapSize;
+    }
+
+    /**
+     * Sets the size of the reflection map
+     * default is 512, the higher, the better quality, but the slower the effect.
+     * @param reflectionMapSize
+     */
+    public void setReflectionMapSize(int reflectionMapSize) {
+        this.reflectionMapSize = reflectionMapSize;
+    }
+
+    /**
+     * returns true if the water uses foam
+     * @return
+     */
+    public boolean isUseFoam() {
+        return useFoam;
+    }
+
+    /**
+     * set to true to use foam with water
+     * default true
+     * @param useFoam
+     */
+    public void setUseFoam(boolean useFoam) {
+        this.useFoam = useFoam;
+        if (material != null) {
+            material.setBoolean("UseFoam", useFoam);
+        }
+
+    }
+
+    /**
+     * sets the texture to use to render caustics on the ground underwater
+     * @param causticsTexture 
+     */
+    public void setCausticsTexture(Texture2D causticsTexture) {
+        this.causticsTexture = causticsTexture;
+        if (material != null) {
+            material.setTexture("causticsMap", causticsTexture);
+        }
+    }
+
+    /**
+     * returns true if caustics are rendered
+     * @return 
+     */
+    public boolean isUseCaustics() {
+        return useCaustics;
+    }
+
+    /**
+     * set to true if you want caustics to be rendered on the ground underwater, false otherwise
+     * @param useCaustics 
+     */
+    public void setUseCaustics(boolean useCaustics) {
+        this.useCaustics = useCaustics;
+        if (material != null) {
+            material.setBoolean("UseCaustics", useCaustics);
+        }
+    }
+
+    /**
+     * return true 
+     * @return
+     */
+    public boolean isUseHQShoreline() {
+        return useHQShoreline;
+    }
+
+    public void setUseHQShoreline(boolean useHQShoreline) {
+        this.useHQShoreline = useHQShoreline;
+        if (material != null) {
+            material.setBoolean("UseHQShoreline", useHQShoreline);
+        }
+
+    }
+
+    /**
+     * returns true if the water use the refraction
+     * @return 
+     */
+    public boolean isUseRefraction() {
+        return useRefraction;
+    }
+
+    /**
+     * set to true to use refraction (default is true)
+     * @param useRefraction 
+     */
+    public void setUseRefraction(boolean useRefraction) {
+        this.useRefraction = useRefraction;
+        if (material != null) {
+            material.setBoolean("UseRefraction", useRefraction);
+        }
+
+    }
+
+    /**
+     * returns true if the ater use ripples
+     * @return 
+     */
+    public boolean isUseRipples() {
+        return useRipples;
+    }
+
+    /**
+     * 
+     * Set to true tu use ripples
+     * @param useRipples 
+     */
+    public void setUseRipples(boolean useRipples) {
+        this.useRipples = useRipples;
+        if (material != null) {
+            material.setBoolean("UseRipples", useRipples);
+        }
+
+    }
+
+    /**
+     * returns true if the water use specular
+     * @return 
+     */
+    public boolean isUseSpecular() {
+        return useSpecular;
+    }
+
+    /**
+     * Set to true to use specular lightings on the water
+     * @param useSpecular 
+     */
+    public void setUseSpecular(boolean useSpecular) {
+        this.useSpecular = useSpecular;
+        if (material != null) {
+            material.setBoolean("UseSpecular", useSpecular);
+        }
+    }
+
+    /**
+     * returns the foam intensity
+     * @return 
+     */
+    public float getFoamIntensity() {
+        return foamIntensity;
+    }
+
+    /**
+     * sets the foam intensity default is 0.5f
+     * @param foamIntensity 
+     */
+    public void setFoamIntensity(float foamIntensity) {
+        this.foamIntensity = foamIntensity;
+        if (material != null) {
+            material.setFloat("FoamIntensity", foamIntensity);
+
+        }
+    }
+
+    /**
+     * returns the reflection displace
+     * see {@link setReflectionDisplace(float reflectionDisplace)}
+     * @return 
+     */
+    public float getReflectionDisplace() {
+        return reflectionDisplace;
+    }
+
+    /**
+     * Sets the reflection displace. define how troubled will look the reflection in the water. default is 30
+     * @param reflectionDisplace 
+     */
+    public void setReflectionDisplace(float reflectionDisplace) {
+        this.reflectionDisplace = reflectionDisplace;
+        if (material != null) {
+            material.setFloat("m_ReflectionDisplace", reflectionDisplace);
+        }
+    }
+
+    /**
+     * returns true if the camera is under the water level
+     * @return 
+     */
+    public boolean isUnderWater() {
+        return underWater;
+    }
+
+    /**
+     * returns the distance of the fog when under water
+     * @return 
+     */
+    public float getUnderWaterFogDistance() {
+        return underWaterFogDistance;
+    }
+
+    /**
+     * sets the distance of the fog when under water.
+     * default is 120 (120 world units) use a high value to raise the view range under water
+     * @param underWaterFogDistance 
+     */
+    public void setUnderWaterFogDistance(float underWaterFogDistance) {
+        this.underWaterFogDistance = underWaterFogDistance;
+        if (material != null) {
+            material.setFloat("UnderWaterFogDistance", underWaterFogDistance);
+        }
+    }
+
+    /**
+     * get the intensity of caustics under water
+     * @return 
+     */
+    public float getCausticsIntensity() {
+        return causticsIntensity;
+    }
+
+    /**
+     * sets the intensity of caustics under water. goes from 0 to 1, default is 0.5f
+     * @param causticsIntensity 
+     */
+    public void setCausticsIntensity(float causticsIntensity) {
+        this.causticsIntensity = causticsIntensity;
+        if (material != null) {
+            material.setFloat("CausticsIntensity", causticsIntensity);
+        }
+    }
+}