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32 package com.jme3.post.filters;
33 
34 import com.jme3.asset.AssetManager;
35 import com.jme3.material.Material;
36 import com.jme3.post.Filter;
37 import com.jme3.renderer.RenderManager;
38 import com.jme3.renderer.ViewPort;
39 
40 /**
41  *  A post-processing filter that performs a depth range
42  *  blur using a scaled convolution filter.
43  *
44  *  @version   $Revision: 779 $
45  *  @author    Paul Speed
46  */
47 public class DepthOfFieldFilter extends Filter {
48 
49     private float focusDistance = 50f;
50     private float focusRange = 10f;
51     private float blurScale = 1f;
52     // These values are set internally based on the
53     // viewport size.
54     private float xScale;
55     private float yScale;
56 
57     /**
58      * Creates a DepthOfField filter
59      */
DepthOfFieldFilter()60     public DepthOfFieldFilter() {
61         super("Depth Of Field");
62     }
63 
64     @Override
isRequiresDepthTexture()65     protected boolean isRequiresDepthTexture() {
66         return true;
67     }
68 
69     @Override
getMaterial()70     protected Material getMaterial() {
71 
72         return material;
73     }
74 
75     @Override
initFilter(AssetManager assets, RenderManager renderManager, ViewPort vp, int w, int h)76     protected void initFilter(AssetManager assets, RenderManager renderManager,
77             ViewPort vp, int w, int h) {
78         material = new Material(assets, "Common/MatDefs/Post/DepthOfField.j3md");
79         material.setFloat("FocusDistance", focusDistance);
80         material.setFloat("FocusRange", focusRange);
81 
82 
83         xScale = 1.0f / w;
84         yScale = 1.0f / h;
85 
86         material.setFloat("XScale", blurScale * xScale);
87         material.setFloat("YScale", blurScale * yScale);
88     }
89 
90     /**
91      *  Sets the distance at which objects are purely in focus.
92      */
setFocusDistance(float f)93     public void setFocusDistance(float f) {
94 
95         this.focusDistance = f;
96         if (material != null) {
97             material.setFloat("FocusDistance", focusDistance);
98         }
99 
100     }
101 
102     /**
103      * returns the focus distance
104      * @return
105      */
getFocusDistance()106     public float getFocusDistance() {
107         return focusDistance;
108     }
109 
110     /**
111      *  Sets the range to either side of focusDistance where the
112      *  objects go gradually out of focus.  Less than focusDistance - focusRange
113      *  and greater than focusDistance + focusRange, objects are maximally "blurred".
114      */
setFocusRange(float f)115     public void setFocusRange(float f) {
116         this.focusRange = f;
117         if (material != null) {
118             material.setFloat("FocusRange", focusRange);
119         }
120 
121     }
122 
123     /**
124      * returns the focus range
125      * @return
126      */
getFocusRange()127     public float getFocusRange() {
128         return focusRange;
129     }
130 
131     /**
132      *  Sets the blur amount by scaling the convolution filter up or
133      *  down.  A value of 1 (the default) performs a sparse 5x5 evenly
134      *  distribubted convolution at pixel level accuracy.  Higher values skip
135      *  more pixels, and so on until you are no longer blurring the image
136      *  but simply hashing it.
137      *
138      *  The sparse convolution is as follows:
139      *%MINIFYHTMLc3d0cd9fab65de6875a381fd3f83e1b338%*
140      *  Where 'x' is the texel being modified.  Setting blur scale higher
141      *  than 1 spaces the samples out.
142      */
setBlurScale(float f)143     public void setBlurScale(float f) {
144         this.blurScale = f;
145         if (material != null) {
146             material.setFloat("XScale", blurScale * xScale);
147             material.setFloat("YScale", blurScale * yScale);
148         }
149     }
150 
151     /**
152      * returns the blur scale
153      * @return
154      */
getBlurScale()155     public float getBlurScale() {
156         return blurScale;
157     }
158 }
159