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-/*
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- * Copyright (c) 2009-2012 jMonkeyEngine
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- * All rights reserved.
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- *
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- * Redistribution and use in source and binary forms, with or without
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- * modification, are permitted provided that the following conditions are
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- * met:
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- *
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- * * Redistributions of source code must retain the above copyright
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- * notice, this list of conditions and the following disclaimer.
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- *
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- * * Redistributions in binary form must reproduce the above copyright
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- * notice, this list of conditions and the following disclaimer in the
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- * documentation and/or other materials provided with the distribution.
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- *
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- * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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- * may be used to endorse or promote products derived from this software
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- * without specific prior written permission.
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- *
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- * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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- * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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- * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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- * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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- * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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- * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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- * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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- * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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- * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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- */
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-package com.jme3.post.filters;
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-
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-import com.jme3.asset.AssetManager;
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-import com.jme3.export.InputCapsule;
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-import com.jme3.export.JmeExporter;
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-import com.jme3.export.JmeImporter;
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-import com.jme3.export.OutputCapsule;
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-import com.jme3.material.Material;
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-import com.jme3.math.ColorRGBA;
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-import com.jme3.post.Filter;
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-import com.jme3.renderer.RenderManager;
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-import com.jme3.renderer.ViewPort;
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-import com.jme3.renderer.queue.RenderQueue;
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-import com.jme3.texture.Image.Format;
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-import java.io.IOException;
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-import java.util.ArrayList;
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-
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-/**
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- * BloomFilter is used to make objects in the scene have a glow effect.<br>
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- * There are 2 mode : Scene and Objects.<br>
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- * Scene mode extracts the bright parts of the scene to make them glow<br>
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- * Object mode make objects glow according to their material's glowMap or their GlowColor<br>
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- * @see <a href="http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:bloom_and_glow">advanced:bloom_and_glow</a> for more details
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- *
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- * @author Rémy Bouquet aka Nehon
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- */
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-public class BloomFilter extends Filter {
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-
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- /**
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- * GlowMode specifies if the glow will be applied to the whole scene,or to objects that have aglow color or a glow map
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- */
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- public enum GlowMode {
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-
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- /**
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- * Apply bloom filter to bright areas in the scene.
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- */
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- Scene,
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- /**
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- * Apply bloom only to objects that have a glow map or a glow color.
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- */
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- Objects,
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- /**
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- * Apply bloom to both bright parts of the scene and objects with glow map.
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- */
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- SceneAndObjects;
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- }
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-
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- private GlowMode glowMode = GlowMode.Scene;
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- //Bloom parameters
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- private float blurScale = 1.5f;
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- private float exposurePower = 5.0f;
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- private float exposureCutOff = 0.0f;
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- private float bloomIntensity = 2.0f;
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- private float downSamplingFactor = 1;
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- private Pass preGlowPass;
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- private Pass extractPass;
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- private Pass horizontalBlur = new Pass();
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- private Pass verticalalBlur = new Pass();
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- private Material extractMat;
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- private Material vBlurMat;
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- private Material hBlurMat;
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- private int screenWidth;
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- private int screenHeight;
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- private RenderManager renderManager;
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- private ViewPort viewPort;
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-
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- /**
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- * Creates a Bloom filter
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- */
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- public BloomFilter() {
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- super("BloomFilter");
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- }
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-
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- /**
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- * Creates the bloom filter with the specific glow mode
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- * @param glowMode
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- */
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- public BloomFilter(GlowMode glowMode) {
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- this();
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- this.glowMode = glowMode;
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- }
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-
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- @Override
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- protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
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- this.renderManager = renderManager;
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- this.viewPort = vp;
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- screenWidth = (int) Math.max(1, (w / downSamplingFactor));
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- screenHeight = (int) Math.max(1, (h / downSamplingFactor));
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- // System.out.println(screenWidth + " " + screenHeight);
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- if (glowMode != GlowMode.Scene) {
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- preGlowPass = new Pass();
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- preGlowPass.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth);
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- }
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-
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- postRenderPasses = new ArrayList<Pass>();
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- //configuring extractPass
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- extractMat = new Material(manager, "Common/MatDefs/Post/BloomExtract.j3md");
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- extractPass = new Pass() {
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-
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- @Override
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- public boolean requiresSceneAsTexture() {
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- return true;
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- }
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-
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- @Override
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- public void beforeRender() {
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- extractMat.setFloat("ExposurePow", exposurePower);
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- extractMat.setFloat("ExposureCutoff", exposureCutOff);
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- if (glowMode != GlowMode.Scene) {
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- extractMat.setTexture("GlowMap", preGlowPass.getRenderedTexture());
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- }
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- extractMat.setBoolean("Extract", glowMode != GlowMode.Objects);
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- }
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- };
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-
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- extractPass.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, extractMat);
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- postRenderPasses.add(extractPass);
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-
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- //configuring horizontal blur pass
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- hBlurMat = new Material(manager, "Common/MatDefs/Blur/HGaussianBlur.j3md");
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- horizontalBlur = new Pass() {
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-
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- @Override
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- public void beforeRender() {
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- hBlurMat.setTexture("Texture", extractPass.getRenderedTexture());
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- hBlurMat.setFloat("Size", screenWidth);
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- hBlurMat.setFloat("Scale", blurScale);
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- }
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- };
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-
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- horizontalBlur.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, hBlurMat);
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- postRenderPasses.add(horizontalBlur);
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-
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- //configuring vertical blur pass
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- vBlurMat = new Material(manager, "Common/MatDefs/Blur/VGaussianBlur.j3md");
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- verticalalBlur = new Pass() {
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-
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- @Override
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- public void beforeRender() {
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- vBlurMat.setTexture("Texture", horizontalBlur.getRenderedTexture());
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- vBlurMat.setFloat("Size", screenHeight);
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- vBlurMat.setFloat("Scale", blurScale);
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- }
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- };
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-
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- verticalalBlur.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, vBlurMat);
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- postRenderPasses.add(verticalalBlur);
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-
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-
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- //final material
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- material = new Material(manager, "Common/MatDefs/Post/BloomFinal.j3md");
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- material.setTexture("BloomTex", verticalalBlur.getRenderedTexture());
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- }
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-
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-
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- @Override
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- protected Material getMaterial() {
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- material.setFloat("BloomIntensity", bloomIntensity);
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- return material;
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- }
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-
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- @Override
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- protected void postQueue(RenderQueue queue) {
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- if (glowMode != GlowMode.Scene) {
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- renderManager.getRenderer().setBackgroundColor(ColorRGBA.BlackNoAlpha);
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- renderManager.getRenderer().setFrameBuffer(preGlowPass.getRenderFrameBuffer());
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- renderManager.getRenderer().clearBuffers(true, true, true);
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- renderManager.setForcedTechnique("Glow");
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- renderManager.renderViewPortQueues(viewPort, false);
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- renderManager.setForcedTechnique(null);
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- renderManager.getRenderer().setFrameBuffer(viewPort.getOutputFrameBuffer());
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- }
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- }
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-
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- /**
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- * returns the bloom intensity
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- * @return
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- */
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- public float getBloomIntensity() {
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- return bloomIntensity;
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- }
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-
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- /**
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- * intensity of the bloom effect default is 2.0
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- * @param bloomIntensity
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- */
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- public void setBloomIntensity(float bloomIntensity) {
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- this.bloomIntensity = bloomIntensity;
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- }
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-
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- /**
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- * returns the blur scale
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- * @return
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- */
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- public float getBlurScale() {
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- return blurScale;
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- }
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-
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- /**
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- * sets The spread of the bloom default is 1.5f
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- * @param blurScale
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- */
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- public void setBlurScale(float blurScale) {
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- this.blurScale = blurScale;
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- }
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-
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- /**
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- * returns the exposure cutoff<br>
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- * for more details see {@link #setExposureCutOff(float exposureCutOff)}
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- * @return
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- */
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- public float getExposureCutOff() {
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- return exposureCutOff;
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- }
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-
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- /**
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- * Define the color threshold on which the bloom will be applied (0.0 to 1.0)
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- * @param exposureCutOff
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- */
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- public void setExposureCutOff(float exposureCutOff) {
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- this.exposureCutOff = exposureCutOff;
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- }
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-
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- /**
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- * returns the exposure power<br>
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- * form more details see {@link #setExposurePower(float exposurePower)}
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- * @return
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- */
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- public float getExposurePower() {
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- return exposurePower;
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- }
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-
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- /**
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- * defines how many time the bloom extracted color will be multiplied by itself. default id 5.0<br>
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- * a high value will reduce rough edges in the bloom and somhow the range of the bloom area *
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- * @param exposurePower
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- */
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- public void setExposurePower(float exposurePower) {
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- this.exposurePower = exposurePower;
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- }
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-
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- /**
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- * returns the downSampling factor<br>
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- * form more details see {@link #setDownSamplingFactor(float downSamplingFactor)}
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- * @return
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- */
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- public float getDownSamplingFactor() {
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- return downSamplingFactor;
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- }
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-
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- /**
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- * Sets the downSampling factor : the size of the computed texture will be divided by this factor. default is 1 for no downsampling
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- * A 2 value is a good way of widening the blur
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- * @param downSamplingFactor
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- */
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- public void setDownSamplingFactor(float downSamplingFactor) {
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- this.downSamplingFactor = downSamplingFactor;
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- }
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-
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- @Override
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- public void write(JmeExporter ex) throws IOException {
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- super.write(ex);
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- OutputCapsule oc = ex.getCapsule(this);
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- oc.write(glowMode, "glowMode", GlowMode.Scene);
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- oc.write(blurScale, "blurScale", 1.5f);
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- oc.write(exposurePower, "exposurePower", 5.0f);
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- oc.write(exposureCutOff, "exposureCutOff", 0.0f);
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- oc.write(bloomIntensity, "bloomIntensity", 2.0f);
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- oc.write(downSamplingFactor, "downSamplingFactor", 1);
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- }
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-
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- @Override
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- public void read(JmeImporter im) throws IOException {
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- super.read(im);
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- InputCapsule ic = im.getCapsule(this);
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- glowMode = ic.readEnum("glowMode", GlowMode.class, GlowMode.Scene);
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- blurScale = ic.readFloat("blurScale", 1.5f);
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- exposurePower = ic.readFloat("exposurePower", 5.0f);
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- exposureCutOff = ic.readFloat("exposureCutOff", 0.0f);
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- bloomIntensity = ic.readFloat("bloomIntensity", 2.0f);
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- downSamplingFactor = ic.readFloat("downSamplingFactor", 1);
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- }
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-}
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+/*
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+ * Copyright (c) 2009-2012 jMonkeyEngine
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+ * All rights reserved.
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+ *
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+ * Redistribution and use in source and binary forms, with or without
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+ * modification, are permitted provided that the following conditions are
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+ * met:
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+ *
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+ * * Redistributions of source code must retain the above copyright
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+ * notice, this list of conditions and the following disclaimer.
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+ *
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+ * * Redistributions in binary form must reproduce the above copyright
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+ * notice, this list of conditions and the following disclaimer in the
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+ * documentation and/or other materials provided with the distribution.
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+ *
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+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
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+ * may be used to endorse or promote products derived from this software
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+ * without specific prior written permission.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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|
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ */
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+package com.jme3.post.filters;
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+
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+import com.jme3.asset.AssetManager;
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+import com.jme3.export.InputCapsule;
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+import com.jme3.export.JmeExporter;
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+import com.jme3.export.JmeImporter;
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+import com.jme3.export.OutputCapsule;
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+import com.jme3.material.Material;
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+import com.jme3.math.ColorRGBA;
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+import com.jme3.post.Filter;
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+import com.jme3.renderer.RenderManager;
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+import com.jme3.renderer.ViewPort;
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+import com.jme3.renderer.queue.RenderQueue;
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+import com.jme3.texture.Image.Format;
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+import java.io.IOException;
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+import java.util.ArrayList;
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+
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+/**
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+ * BloomFilter is used to make objects in the scene have a glow effect.<br>
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+ * There are 2 mode : Scene and Objects.<br>
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+ * Scene mode extracts the bright parts of the scene to make them glow<br>
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+ * Object mode make objects glow according to their material's glowMap or their GlowColor<br>
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+ * @see <a href="http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:bloom_and_glow">advanced:bloom_and_glow</a> for more details
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+ *
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+ * @author Rémy Bouquet aka Nehon
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+ */
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+public class BloomFilter extends Filter {
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+
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+ /**
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+ * GlowMode specifies if the glow will be applied to the whole scene,or to objects that have aglow color or a glow map
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+ */
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+ public enum GlowMode {
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+
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+ /**
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+ * Apply bloom filter to bright areas in the scene.
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+ */
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+ Scene,
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+ /**
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+ * Apply bloom only to objects that have a glow map or a glow color.
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+ */
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+ Objects,
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+ /**
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+ * Apply bloom to both bright parts of the scene and objects with glow map.
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+ */
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+ SceneAndObjects;
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+ }
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+
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+ private GlowMode glowMode = GlowMode.Scene;
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+ //Bloom parameters
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+ private float blurScale = 1.5f;
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+ private float exposurePower = 5.0f;
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+ private float exposureCutOff = 0.0f;
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+ private float bloomIntensity = 2.0f;
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+ private float downSamplingFactor = 1;
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+ private Pass preGlowPass;
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+ private Pass extractPass;
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+ private Pass horizontalBlur = new Pass();
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+ private Pass verticalalBlur = new Pass();
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+ private Material extractMat;
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+ private Material vBlurMat;
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+ private Material hBlurMat;
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+ private int screenWidth;
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+ private int screenHeight;
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+ private RenderManager renderManager;
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+ private ViewPort viewPort;
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+
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+ private AssetManager assetManager;
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+ private int initalWidth;
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+ private int initalHeight;
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+
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+ /**
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+ * Creates a Bloom filter
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+ */
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+ public BloomFilter() {
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+ super("BloomFilter");
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+ }
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+
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+ /**
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+ * Creates the bloom filter with the specific glow mode
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+ * @param glowMode
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+ */
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+ public BloomFilter(GlowMode glowMode) {
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+ this();
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+ this.glowMode = glowMode;
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+ }
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+
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+ @Override
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+ protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
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+ this.renderManager = renderManager;
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+ this.viewPort = vp;
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+
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+ this.assetManager = manager;
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+ this.initalWidth = w;
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+ this.initalHeight = h;
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+
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+ screenWidth = (int) Math.max(1, (w / downSamplingFactor));
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+ screenHeight = (int) Math.max(1, (h / downSamplingFactor));
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+ // System.out.println(screenWidth + " " + screenHeight);
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+ if (glowMode != GlowMode.Scene) {
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+ preGlowPass = new Pass();
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+ preGlowPass.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth);
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+ }
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+
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+ postRenderPasses = new ArrayList<Pass>();
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+ //configuring extractPass
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+ extractMat = new Material(manager, "Common/MatDefs/Post/BloomExtract.j3md");
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+ extractPass = new Pass() {
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+
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+ @Override
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+ public boolean requiresSceneAsTexture() {
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+ return true;
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+ }
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+
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+ @Override
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+ public void beforeRender() {
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+ extractMat.setFloat("ExposurePow", exposurePower);
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+ extractMat.setFloat("ExposureCutoff", exposureCutOff);
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+ if (glowMode != GlowMode.Scene) {
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+ extractMat.setTexture("GlowMap", preGlowPass.getRenderedTexture());
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+ }
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+ extractMat.setBoolean("Extract", glowMode != GlowMode.Objects);
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+ }
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+ };
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+
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+ extractPass.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, extractMat);
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+ postRenderPasses.add(extractPass);
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+
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+ //configuring horizontal blur pass
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+ hBlurMat = new Material(manager, "Common/MatDefs/Blur/HGaussianBlur.j3md");
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+ horizontalBlur = new Pass() {
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+
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+ @Override
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+ public void beforeRender() {
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+ hBlurMat.setTexture("Texture", extractPass.getRenderedTexture());
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+ hBlurMat.setFloat("Size", screenWidth);
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+ hBlurMat.setFloat("Scale", blurScale);
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+ }
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+ };
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+
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+ horizontalBlur.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, hBlurMat);
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+ postRenderPasses.add(horizontalBlur);
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+
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+ //configuring vertical blur pass
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+ vBlurMat = new Material(manager, "Common/MatDefs/Blur/VGaussianBlur.j3md");
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+ verticalalBlur = new Pass() {
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+
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+ @Override
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+ public void beforeRender() {
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+ vBlurMat.setTexture("Texture", horizontalBlur.getRenderedTexture());
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+ vBlurMat.setFloat("Size", screenHeight);
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+ vBlurMat.setFloat("Scale", blurScale);
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+ }
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+ };
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+
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+ verticalalBlur.init(renderManager.getRenderer(), screenWidth, screenHeight, Format.RGBA8, Format.Depth, 1, vBlurMat);
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+ postRenderPasses.add(verticalalBlur);
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+
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+
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+ //final material
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+ material = new Material(manager, "Common/MatDefs/Post/BloomFinal.j3md");
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+ material.setTexture("BloomTex", verticalalBlur.getRenderedTexture());
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+ }
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+
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+
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+ protected void reInitFilter() {
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+ initFilter(assetManager, renderManager, viewPort, initalWidth, initalHeight);
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+ }
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+
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+ @Override
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+ protected Material getMaterial() {
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+ material.setFloat("BloomIntensity", bloomIntensity);
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+ return material;
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+ }
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+
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+ @Override
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+ protected void postQueue(RenderQueue queue) {
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+ if (glowMode != GlowMode.Scene) {
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+ renderManager.getRenderer().setBackgroundColor(ColorRGBA.BlackNoAlpha);
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+ renderManager.getRenderer().setFrameBuffer(preGlowPass.getRenderFrameBuffer());
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+ renderManager.getRenderer().clearBuffers(true, true, true);
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+ renderManager.setForcedTechnique("Glow");
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+ renderManager.renderViewPortQueues(viewPort, false);
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+ renderManager.setForcedTechnique(null);
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+ renderManager.getRenderer().setFrameBuffer(viewPort.getOutputFrameBuffer());
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+ }
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+ }
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+
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+ /**
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+ * returns the bloom intensity
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+ * @return
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+ */
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+ public float getBloomIntensity() {
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+ return bloomIntensity;
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+ }
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+
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+ /**
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+ * intensity of the bloom effect default is 2.0
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+ * @param bloomIntensity
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+ */
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+ public void setBloomIntensity(float bloomIntensity) {
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+ this.bloomIntensity = bloomIntensity;
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+ }
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+
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+ /**
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+ * returns the blur scale
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+ * @return
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+ */
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+ public float getBlurScale() {
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+ return blurScale;
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+ }
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+
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+ /**
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+ * sets The spread of the bloom default is 1.5f
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+ * @param blurScale
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+ */
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+ public void setBlurScale(float blurScale) {
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+ this.blurScale = blurScale;
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+ }
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+
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+ /**
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+ * returns the exposure cutoff<br>
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+ * for more details see {@link #setExposureCutOff(float exposureCutOff)}
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+ * @return
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+ */
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+ public float getExposureCutOff() {
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+ return exposureCutOff;
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+ }
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+
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+ /**
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+ * Define the color threshold on which the bloom will be applied (0.0 to 1.0)
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+ * @param exposureCutOff
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+ */
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+ public void setExposureCutOff(float exposureCutOff) {
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+ this.exposureCutOff = exposureCutOff;
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+ }
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+
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+ /**
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+ * returns the exposure power<br>
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+ * form more details see {@link #setExposurePower(float exposurePower)}
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+ * @return
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+ */
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+ public float getExposurePower() {
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+ return exposurePower;
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+ }
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+
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+ /**
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+ * defines how many time the bloom extracted color will be multiplied by itself. default id 5.0<br>
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+ * a high value will reduce rough edges in the bloom and somhow the range of the bloom area *
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+ * @param exposurePower
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+ */
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+ public void setExposurePower(float exposurePower) {
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+ this.exposurePower = exposurePower;
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+ }
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+
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+ /**
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+ * returns the downSampling factor<br>
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+ * form more details see {@link #setDownSamplingFactor(float downSamplingFactor)}
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+ * @return
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+ */
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+ public float getDownSamplingFactor() {
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+ return downSamplingFactor;
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+ }
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+
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+ /**
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+ * Sets the downSampling factor : the size of the computed texture will be divided by this factor. default is 1 for no downsampling
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+ * A 2 value is a good way of widening the blur
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+ * @param downSamplingFactor
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+ */
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+ public void setDownSamplingFactor(float downSamplingFactor) {
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+ this.downSamplingFactor = downSamplingFactor;
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+ if (assetManager != null) // dirty isInitialised check
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+ reInitFilter();
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+ }
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+
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+ @Override
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+ public void write(JmeExporter ex) throws IOException {
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+ super.write(ex);
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+ OutputCapsule oc = ex.getCapsule(this);
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+ oc.write(glowMode, "glowMode", GlowMode.Scene);
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+ oc.write(blurScale, "blurScale", 1.5f);
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+ oc.write(exposurePower, "exposurePower", 5.0f);
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+ oc.write(exposureCutOff, "exposureCutOff", 0.0f);
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+ oc.write(bloomIntensity, "bloomIntensity", 2.0f);
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+ oc.write(downSamplingFactor, "downSamplingFactor", 1);
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+ }
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+
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+ @Override
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+ public void read(JmeImporter im) throws IOException {
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+ super.read(im);
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+ InputCapsule ic = im.getCapsule(this);
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+ glowMode = ic.readEnum("glowMode", GlowMode.class, GlowMode.Scene);
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+ blurScale = ic.readFloat("blurScale", 1.5f);
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+ exposurePower = ic.readFloat("exposurePower", 5.0f);
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+ exposureCutOff = ic.readFloat("exposureCutOff", 0.0f);
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+ bloomIntensity = ic.readFloat("bloomIntensity", 2.0f);
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+ downSamplingFactor = ic.readFloat("downSamplingFactor", 1);
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+ }
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+}
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