Class BloomRenderPass
java.lang.Object
com.ardor3d.renderer.pass.Pass
com.ardor3d.extension.effect.bloom.BloomRenderPass
- All Implemented Interfaces:
Serializable
GLSL bloom effect pass. - Render supplied source to a texture - Extract intensity - Blur intensity - Blend with first
pass
- See Also:
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Field Summary
Fields inherited from class com.ardor3d.renderer.pass.Pass
_context, _enabled, _passStates, _spatials
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Constructor Summary
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Method Summary
Modifier and TypeMethodDescriptionvoid
cleanUp()
Release pbuffers in TextureRenderer's.void
protected void
doUpdate
(double tpf) float
float
float
float
int
double
boolean
boolean
void
void
Reset bloom parameters to defaultvoid
setBlurIntensityMultiplier
(float blurIntensityMultiplier) void
setBlurSize
(float blurSize) void
setExposureCutoff
(float exposureCutoff) void
setExposurePow
(float exposurePow) void
setNrBlurPasses
(int nrBlurPasses) void
setThrottle
(float throttle) void
setUseCurrentScene
(boolean useCurrentScene) void
setUseSeparateConvolution
(boolean useSeparateConvolution) boolean
Methods inherited from class com.ardor3d.renderer.pass.Pass
add, clearPassState, clearPassStates, contains, doRender, get, isEnabled, remove, renderPass, renderPass, setEnabled, setPassState, size, updatePass
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Field Details
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shaderDirectory
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Constructor Details
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BloomRenderPass
Creates a new bloom renderpass- Parameters:
cam
- Camera used for rendering the bloomsourcerenderScale
- Scale of bloom texture
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Method Details
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resetParameters
public void resetParameters()Reset bloom parameters to default -
cleanUp
public void cleanUp()Release pbuffers in TextureRenderer's. Preferably called from user cleanup method. -
isSupported
public boolean isSupported() -
doUpdate
protected void doUpdate(double tpf) -
doRender
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getThrottle
public double getThrottle()- Returns:
- The throttle amount - or in other words, how much time in seconds must pass before the bloom effect is updated.
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setThrottle
public void setThrottle(float throttle) - Parameters:
throttle
- The throttle amount - or in other words, how much time in seconds must pass before the bloom effect is updated.
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getBlurSize
public float getBlurSize() -
setBlurSize
public void setBlurSize(float blurSize) -
getExposurePow
public float getExposurePow() -
setExposurePow
public void setExposurePow(float exposurePow) -
getExposureCutoff
public float getExposureCutoff() -
setExposureCutoff
public void setExposureCutoff(float exposureCutoff) -
getBlurIntensityMultiplier
public float getBlurIntensityMultiplier() -
setBlurIntensityMultiplier
public void setBlurIntensityMultiplier(float blurIntensityMultiplier) -
getNrBlurPasses
public int getNrBlurPasses() -
setNrBlurPasses
public void setNrBlurPasses(int nrBlurPasses) -
useCurrentScene
public boolean useCurrentScene() -
setUseCurrentScene
public void setUseCurrentScene(boolean useCurrentScene) -
setUseSeparateConvolution
public void setUseSeparateConvolution(boolean useSeparateConvolution) -
isUseSeparateConvolution
public boolean isUseSeparateConvolution() -
markNeedsRefresh
public void markNeedsRefresh()
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