|
||||||||||
PREV CLASS NEXT CLASS | FRAMES NO FRAMES | |||||||||
SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
java.lang.Object com.threed.jpct.BloomGLProcessor
An implementation of an IPostProcessor what implements a bloom effect (kind of pseudo-HDR)
for the OpenGL renderer. When run on a software renderer's framebuffer, it's giving a warning once
and does nothing afterwards.
The bloom effect can be configured by various variables in the constructor.
Constructor Summary | |
BloomGLProcessor()
Creates a bloom effect with default settings. |
|
BloomGLProcessor(int darkening,
int blur,
int strength,
int quality)
Creates a bloom effect on the framebuffer's content. |
Method Summary | |
void |
dispose()
Will be called when a post processor gets removed from a framebuffer and should be called, when the processor gets garbage collected. |
void |
finalize()
|
void |
init(FrameBuffer buffer)
Initialize the processor. |
boolean |
isInitialized()
Has to return true if the init()-method has run correctly and should return false after the processor has been disposed (but doesn't have to, if an implementation requires something else...no problem). |
void |
process()
Does the actual processing. |
Methods inherited from class java.lang.Object |
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
Constructor Detail |
public BloomGLProcessor()
public BloomGLProcessor(int darkening, int blur, int strength, int quality)
darkening
- The higher this value, the more the bright areas will be affected only.
The lower it is, the more bloom effect even not so bright areas of the screen will get. Increasing this value slows down
the process.blur
- Increasing this values leads to a higher blur but slower performance. Increasing it to very high values leads to
strange artifacts.strength
- This controls the "strength" of the effect, i.e. how much the "bloomed" image affects the actual rendering. Increasing it
slows down the processs.quality
- Increasing this value lowers(!) the quality of the texture map used to do the post processing. 0 means that the texture has
the same size as the framebuffer, 1 means it's a quarter of that size, 2 an eighth...Reasonable value are 1 and 2. The higher the value, the higher
the demand for fillrate, i.e. the slower.Method Detail |
public void init(FrameBuffer buffer)
IPostProcessor
init
in interface IPostProcessor
buffer
- the FrameBufferpublic boolean isInitialized()
IPostProcessor
isInitialized
in interface IPostProcessor
public void process()
IPostProcessor
process
in interface IPostProcessor
public void dispose()
IPostProcessor
dispose
in interface IPostProcessor
public void finalize()
|
||||||||||
PREV CLASS NEXT CLASS | FRAMES NO FRAMES | |||||||||
SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |