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Example 36 with Filter

use of com.jme3.post.Filter in project jmonkeyengine by jMonkeyEngine.

the class OpenVRFilter method configureDistortionMesh.

/*
        function converted from:
        https://github.com/ValveSoftware/openvr/blob/master/samples/hellovr_opengl/hellovr_opengl_main.cpp#L1335
    */
private void configureDistortionMesh() {
    float m_iLensGridSegmentCountH = 43, m_iLensGridSegmentCountV = 43;
    float w = 1f / m_iLensGridSegmentCountH - 1f;
    float h = 1f / m_iLensGridSegmentCountV - 1f;
    float u, v;
    distortionMesh = new Mesh();
    float[] verts = new float[(int) (m_iLensGridSegmentCountV * m_iLensGridSegmentCountH) * 3];
    float[] texcoordR = new float[(int) (m_iLensGridSegmentCountV * m_iLensGridSegmentCountH) * 2];
    float[] texcoordG = new float[(int) (m_iLensGridSegmentCountV * m_iLensGridSegmentCountH) * 2];
    float[] texcoordB = new float[(int) (m_iLensGridSegmentCountV * m_iLensGridSegmentCountH) * 2];
    int vertPos = 0, coordPos = 0;
    //left eye distortion verts
    float Xoffset = -1f;
    for (int y = 0; y < m_iLensGridSegmentCountV; y++) {
        for (int x = 0; x < m_iLensGridSegmentCountH; x++) {
            u = x * w;
            v = 1 - y * h;
            // x
            verts[vertPos] = Xoffset + u;
            // y
            verts[vertPos + 1] = -1 + 2 * y * h;
            // z
            verts[vertPos + 2] = 0f;
            vertPos += 3;
            DistortionCoordinates_t dc0 = new DistortionCoordinates_t();
            ((VR_IVRSystem_FnTable) application.getVRHardware().getVRSystem()).ComputeDistortion.apply(JOpenVRLibrary.EVREye.EVREye_Eye_Left, u, v, dc0);
            texcoordR[coordPos] = dc0.rfRed[0];
            texcoordR[coordPos + 1] = 1 - dc0.rfRed[1];
            texcoordG[coordPos] = dc0.rfGreen[0];
            texcoordG[coordPos + 1] = 1 - dc0.rfGreen[1];
            texcoordB[coordPos] = dc0.rfBlue[0];
            texcoordB[coordPos + 1] = 1 - dc0.rfBlue[1];
            coordPos += 2;
        }
    }
    //right eye distortion verts
    Xoffset = 0;
    for (int y = 0; y < m_iLensGridSegmentCountV; y++) {
        for (int x = 0; x < m_iLensGridSegmentCountH; x++) {
            u = x * w;
            v = 1 - y * h;
            // x
            verts[vertPos] = Xoffset + u;
            // y
            verts[vertPos + 1] = -1 + 2 * y * h;
            // z
            verts[vertPos + 2] = 0f;
            vertPos += 3;
            DistortionCoordinates_t dc0 = new DistortionCoordinates_t();
            ((VR_IVRSystem_FnTable) application.getVRHardware().getVRSystem()).ComputeDistortion.apply(JOpenVRLibrary.EVREye.EVREye_Eye_Right, u, v, dc0);
            texcoordR[coordPos] = dc0.rfRed[0];
            texcoordR[coordPos + 1] = 1 - dc0.rfRed[1];
            texcoordG[coordPos] = dc0.rfGreen[0];
            texcoordG[coordPos + 1] = 1 - dc0.rfGreen[1];
            texcoordB[coordPos] = dc0.rfBlue[0];
            texcoordB[coordPos + 1] = 1 - dc0.rfBlue[1];
            coordPos += 2;
        }
    }
    // have UV coordinates & positions, now to setup indices
    //std::vector<GLushort> vIndices;
    int[] indices = new int[(int) ((m_iLensGridSegmentCountV - 1) * (m_iLensGridSegmentCountH - 1)) * 6];
    int indexPos = 0;
    int a, b, c, d;
    int offset = 0;
    for (int y = 0; y < m_iLensGridSegmentCountV - 1; y++) {
        for (int x = 0; x < m_iLensGridSegmentCountH - 1; x++) {
            a = (int) (m_iLensGridSegmentCountH * y + x + offset);
            b = (int) (m_iLensGridSegmentCountH * y + x + 1 + offset);
            c = (int) ((y + 1) * m_iLensGridSegmentCountH + x + 1 + offset);
            d = (int) ((y + 1) * m_iLensGridSegmentCountH + x + offset);
            indices[indexPos] = a;
            indices[indexPos + 1] = b;
            indices[indexPos + 2] = c;
            indices[indexPos + 3] = a;
            indices[indexPos + 4] = c;
            indices[indexPos + 5] = d;
            indexPos += 6;
        }
    }
    offset = (int) (m_iLensGridSegmentCountH * m_iLensGridSegmentCountV);
    for (int y = 0; y < m_iLensGridSegmentCountV - 1; y++) {
        for (int x = 0; x < m_iLensGridSegmentCountH - 1; x++) {
            a = (int) (m_iLensGridSegmentCountH * y + x + offset);
            b = (int) (m_iLensGridSegmentCountH * y + x + 1 + offset);
            c = (int) ((y + 1) * m_iLensGridSegmentCountH + x + 1 + offset);
            d = (int) ((y + 1) * m_iLensGridSegmentCountH + x + offset);
            indices[indexPos] = a;
            indices[indexPos + 1] = b;
            indices[indexPos + 2] = c;
            indices[indexPos + 3] = a;
            indices[indexPos + 4] = c;
            indices[indexPos + 5] = d;
            indexPos += 6;
        }
    }
    // OK, create the mesh        
    distortionMesh.setBuffer(VertexBuffer.Type.Position, 3, verts);
    distortionMesh.setBuffer(VertexBuffer.Type.Index, 1, indices);
    distortionMesh.setBuffer(VertexBuffer.Type.TexCoord, 2, texcoordR);
    // TODO: are TexCoord2 & TexCoord3 even implemented in jME3?
    distortionMesh.setBuffer(VertexBuffer.Type.TexCoord2, 2, texcoordG);
    distortionMesh.setBuffer(VertexBuffer.Type.TexCoord3, 2, texcoordB);
// TODO: make sure this distortion mesh is used instead of the fullscreen quad
// when filter gets rendered.. might require changes to jME3 core..?
}
Also used : DistortionCoordinates_t(com.jme3.system.jopenvr.DistortionCoordinates_t) Mesh(com.jme3.scene.Mesh)

Example 37 with Filter

use of com.jme3.post.Filter in project jmonkeyengine by jMonkeyEngine.

the class AbstractShadowRendererVR method setEdgeFilteringMode.

/**
     * Sets the filtering mode for shadow edges. See {@link EdgeFilteringMode}
     * for more info.
     *
     * @param filterMode the desired filter mode (not null)
     */
public final void setEdgeFilteringMode(EdgeFilteringMode filterMode) {
    if (filterMode == null) {
        throw new NullPointerException();
    }
    this.edgeFilteringMode = filterMode;
    postshadowMat.setInt("FilterMode", filterMode.getMaterialParamValue());
    postshadowMat.setFloat("PCFEdge", edgesThickness);
    if (shadowCompareMode == CompareMode.Hardware) {
        for (Texture2D shadowMap : shadowMaps) {
            if (filterMode == EdgeFilteringMode.Bilinear) {
                shadowMap.setMagFilter(MagFilter.Bilinear);
                shadowMap.setMinFilter(MinFilter.BilinearNoMipMaps);
            } else {
                shadowMap.setMagFilter(MagFilter.Nearest);
                shadowMap.setMinFilter(MinFilter.NearestNoMipMaps);
            }
        }
    }
}
Also used : Texture2D(com.jme3.texture.Texture2D)

Aggregations

Node (com.jme3.scene.Node)10 Vector3f (com.jme3.math.Vector3f)7 FilterPostProcessor (com.jme3.post.FilterPostProcessor)7 Spatial (com.jme3.scene.Spatial)7 Texture2D (com.jme3.texture.Texture2D)6 HashMap (java.util.HashMap)6 Map (java.util.Map)6 SSAOFilter (com.jme3.post.ssao.SSAOFilter)5 DirectionalLight (com.jme3.light.DirectionalLight)4 Material (com.jme3.material.Material)4 Quaternion (com.jme3.math.Quaternion)4 Filter (com.jme3.post.Filter)4 AudioNode (com.jme3.audio.AudioNode)3 KeyTrigger (com.jme3.input.controls.KeyTrigger)3 ColorRGBA (com.jme3.math.ColorRGBA)3 FogFilter (com.jme3.post.filters.FogFilter)3 DirectionalLightShadowFilter (com.jme3.shadow.DirectionalLightShadowFilter)3 Texture (com.jme3.texture.Texture)3 TextureKey (com.jme3.asset.TextureKey)2 LowPassFilter (com.jme3.audio.LowPassFilter)2