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+/*
+ * 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;
+ }
+} \ No newline at end of file