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/*
* Copyright (c) 2009-2010 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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package com.jme3.scene.plugins.blender.textures;
import com.jme3.scene.plugins.blender.BlenderContext;
import com.jme3.scene.plugins.blender.file.Structure;
import com.jme3.texture.Image;
import com.jme3.texture.Image.Format;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture3D;
import com.jme3.util.BufferUtils;
import java.nio.ByteBuffer;
import java.util.ArrayList;
/**
* This class generates the 'stucci' texture.
* @author Marcin Roguski (Kaelthas)
*/
public class TextureGeneratorStucci extends TextureGenerator {
protected static final int TEX_NOISESOFT = 0;
/**
* Constructor stores the given noise generator.
* @param noiseGenerator
* the noise generator
*/
public TextureGeneratorStucci(NoiseGenerator noiseGenerator) {
super(noiseGenerator);
}
@Override
protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) {
float noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue();
int noisebasis = ((Number) tex.getFieldValue("noisebasis")).intValue();
int noisetype = ((Number) tex.getFieldValue("noisetype")).intValue();
float turbul = ((Number) tex.getFieldValue("turbul")).floatValue();
boolean isHard = noisetype != TEX_NOISESOFT;
int stype = ((Number) tex.getFieldValue("stype")).intValue();
if(noisesize<=0.001f) {//the texture goes black if this value is lower than 0.001f
noisesize = 0.001f;
}
float[] texvec = new float[] { 0, 0, 0 };
TexturePixel texres = new TexturePixel();
int halfW = width >> 1, halfH = height >> 1, halfD = depth >> 1, index = 0;
float wDelta = 1.0f / halfW, hDelta = 1.0f / halfH, dDelta = 1.0f / halfD, noiseValue, ofs;;
float[][] colorBand = this.computeColorband(tex, blenderContext);
Format format = colorBand != null ? Format.RGBA8 : Format.Luminance8;
int bytesPerPixel = colorBand != null ? 4 : 1;
byte[] data = new byte[width * height * depth * bytesPerPixel];
for (int i = -halfW; i < halfW; ++i) {
texvec[0] = wDelta * i;
for (int j = -halfH; j < halfH; ++j) {
texvec[1] = hDelta * j;
for (int k = -halfD; k < halfD; ++k) {
texvec[2] = dDelta * k;
noiseValue = NoiseGenerator.NoiseFunctions.noise(texvec[0], texvec[1], texvec[2], noisesize, 0, noisebasis, isHard);
ofs = turbul / 200.0f;
if (stype != 0) {
ofs *= noiseValue * noiseValue;
}
texres.intensity = NoiseGenerator.NoiseFunctions.noise(texvec[0], texvec[1], texvec[2] + ofs, noisesize, 0, noisebasis, isHard);
if (colorBand != null) {
int colorbandIndex = (int) (texres.intensity * 1000.0f);
texres.red = colorBand[colorbandIndex][0];
texres.green = colorBand[colorbandIndex][1];
texres.blue = colorBand[colorbandIndex][2];
texres.alpha = colorBand[colorbandIndex][3];
}
if (stype == NoiseGenerator.TEX_WALLOUT) {
texres.intensity = 1.0f - texres.intensity;
}
if (texres.intensity < 0.0f) {
texres.intensity = 0.0f;
}
//no brightness and contrast needed for stucci (it doesn't affect the texture)
if (colorBand != null) {
data[index++] = (byte) (texres.red * 255.0f);
data[index++] = (byte) (texres.green * 255.0f);
data[index++] = (byte) (texres.blue * 255.0f);
data[index++] = (byte) (texres.alpha * 255.0f);
} else {
data[index++] = (byte) (texres.intensity * 255.0f);
}
}
}
}
ArrayList<ByteBuffer> dataArray = new ArrayList<ByteBuffer>(1);
dataArray.add(BufferUtils.createByteBuffer(data));
return new Texture3D(new Image(format, width, height, depth, dataArray));
}
}