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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 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;
+ }
+}