blob: 1c20c2451af43c4d8041d2035b9ff76a5a48fd20 [file] [log] [blame]
/**
* Copyright (c) 2011, Novyon Events
*
* 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.
*
* 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 HOLDER 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 PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* @author Anthyon
*/
package com.jme3.terrain.noise.filter;
import java.nio.FloatBuffer;
public class SmoothFilter extends AbstractFilter {
private int radius;
private float effect;
public void setRadius(int radius) {
this.radius = radius;
}
public int getRadius() {
return this.radius;
}
public void setEffect(float effect) {
this.effect = effect;
}
public float getEffect() {
return this.effect;
}
@Override
public int getMargin(int size, int margin) {
return super.getMargin(size, margin) + this.radius;
}
@Override
public FloatBuffer filter(float sx, float sy, float base, FloatBuffer buffer, int size) {
float[] data = buffer.array();
float[] retval = new float[data.length];
for (int y = this.radius; y < size - this.radius; y++) {
for (int x = this.radius; x < size - this.radius; x++) {
int idx = y * size + x;
float n = 0;
for (int i = -this.radius; i < this.radius + 1; i++) {
for (int j = -this.radius; j < this.radius + 1; j++) {
n += data[(y + i) * size + x + j];
}
}
retval[idx] = this.effect * n / (4 * this.radius * (this.radius + 1) + 1) + (1 - this.effect) * data[idx];
}
}
return FloatBuffer.wrap(retval);
}
}