protected void reInitFilter() { initFilter(assetManager, renderManager, viewPort, initalWidth, initalHeight); }
/** * 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; if (assetManager != null) // dirty isInitialised check reInitFilter(); }
private void setupFilter() { FilterPostProcessor fpp = new FilterPostProcessor(assetManager); BloomFilter bloom = new BloomFilter(BloomFilter.GlowMode.Objects); fpp.addFilter(bloom); viewPort.addProcessor(fpp); }
public void onAnalog(String name, float value, float tpf) { if (name.equals("blurScaleUp")) { filter.setBlurScale(filter.getBlurScale() + 0.01f); System.out.println("blurScale : " + filter.getBlurScale()); filter.setBlurScale(filter.getBlurScale() - 0.01f); System.out.println("blurScale : " + filter.getBlurScale()); filter.setExposurePower(filter.getExposurePower() + 0.01f); System.out.println("exposurePower : " + filter.getExposurePower()); filter.setExposurePower(filter.getExposurePower() - 0.01f); System.out.println("exposurePower : " + filter.getExposurePower()); filter.setExposureCutOff(Math.min(1.0f, Math.max(0.0f, filter.getExposureCutOff() + 0.001f))); System.out.println("exposure CutOff : " + filter.getExposureCutOff()); filter.setExposureCutOff(Math.min(1.0f, Math.max(0.0f, filter.getExposureCutOff() - 0.001f))); System.out.println("exposure CutOff : " + filter.getExposureCutOff()); filter.setBloomIntensity(filter.getBloomIntensity() + 0.01f); System.out.println("bloom Intensity : " + filter.getBloomIntensity()); filter.setBloomIntensity(filter.getBloomIntensity() - 0.01f); System.out.println("bloom Intensity : " + filter.getBloomIntensity());
if (bloom.isEnabled()) { bloom.setEnabled(false); } else { bloom.setEnabled(true);
BloomFilter bloom=new BloomFilter(); bloom.setDownSamplingFactor(2); bloom.setBlurScale(1.37f); bloom.setExposurePower(3.30f); bloom.setExposureCutOff(0.2f); bloom.setBloomIntensity(2.45f); BloomUI ui=new BloomUI(inputManager, bloom);
BloomFilter bf = new BloomFilter(BloomFilter.GlowMode.Objects); bf.setBloomIntensity(2.3f); bf.setExposurePower(0.6f);
BloomFilter bloom = new BloomFilter(GlowMode.Objects); bloom.setDownSamplingFactor(2); bloom.setBlurScale(1.37f); bloom.setExposurePower(3.30f); bloom.setExposureCutOff(0.2f); bloom.setBloomIntensity(2.45f); BloomUI ui = new BloomUI(inputManager, bloom);
BloomFilter bf = new BloomFilter(BloomFilter.GlowMode.Objects); bf.setBloomIntensity(2.0f); bf.setExposurePower(1.3f); fpp.addFilter(bf); BloomUI bui = new BloomUI(inputManager, bf);
/** * 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; if (assetManager != null) // dirty isInitialised check reInitFilter(); }
protected void reInitFilter() { initFilter(assetManager, renderManager, viewPort, initalWidth, initalHeight); }
BloomFilter bloom = new BloomFilter(); bloom.setExposurePower(55); bloom.setBloomIntensity(1.0f);
fpp.addFilter(new BloomFilter(BloomFilter.GlowMode.Objects));
/** * 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; if (assetManager != null) // dirty isInitialised check reInitFilter(); }
protected void reInitFilter() { initFilter(assetManager, renderManager, viewPort, initalWidth, initalHeight); }
water.setWaterHeight(-20); SSAOUI ui=new SSAOUI(inputManager,ssaoFilter); final BloomFilter bloom = new BloomFilter(); final ColorOverlayFilter overlay = new ColorOverlayFilter(ColorRGBA.LightGray);
SSAOUI ui = new SSAOUI(inputManager, f); fpp5.addFilter(new BloomFilter(BloomFilter.GlowMode.Objects));