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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
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.scene.plugins.blender.textures;
import com.jme3.math.FastMath;
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 'magic' texture.
* @author Marcin Roguski (Kaelthas)
*/
public class TextureGeneratorMagic extends TextureGenerator {
private static NoiseDepthFunction[] noiseDepthFunctions = new NoiseDepthFunction[10];
static {
noiseDepthFunctions[0] = new NoiseDepthFunction() {
@Override
public void compute(float[] xyz, float turbulence) {
xyz[1] = -(float) Math.cos(xyz[0] - xyz[1] + xyz[2]) * turbulence;
}
};
noiseDepthFunctions[1] = new NoiseDepthFunction() {
@Override
public void compute(float[] xyz, float turbulence) {
xyz[0] = (float) Math.cos(xyz[0] - xyz[1] - xyz[2]) * turbulence;
}
};
noiseDepthFunctions[2] = new NoiseDepthFunction() {
@Override
public void compute(float[] xyz, float turbulence) {
xyz[2] = (float) Math.sin(-xyz[0] - xyz[1] - xyz[2]) * turbulence;
}
};
noiseDepthFunctions[3] = new NoiseDepthFunction() {
@Override
public void compute(float[] xyz, float turbulence) {
xyz[0] = -(float) Math.cos(-xyz[0] + xyz[1] - xyz[2]) * turbulence;
}
};
noiseDepthFunctions[4] = new NoiseDepthFunction() {
@Override
public void compute(float[] xyz, float turbulence) {
xyz[1] = -(float) Math.sin(-xyz[0] + xyz[1] + xyz[2]) * turbulence;
}
};
noiseDepthFunctions[5] = new NoiseDepthFunction() {
@Override
public void compute(float[] xyz, float turbulence) {
xyz[1] = -(float) Math.cos(-xyz[0] + xyz[1] + xyz[2]) * turbulence;
}
};
noiseDepthFunctions[6] = new NoiseDepthFunction() {
@Override
public void compute(float[] xyz, float turbulence) {
xyz[0] = (float) Math.cos(xyz[0] + xyz[1] + xyz[2]) * turbulence;
}
};
noiseDepthFunctions[7] = new NoiseDepthFunction() {
@Override
public void compute(float[] xyz, float turbulence) {
xyz[2] = (float) Math.sin(xyz[0] + xyz[1] - xyz[2]) * turbulence;
}
};
noiseDepthFunctions[8] = new NoiseDepthFunction() {
@Override
public void compute(float[] xyz, float turbulence) {
xyz[0] = -(float) Math.cos(-xyz[0] - xyz[1] + xyz[2]) * turbulence;
}
};
noiseDepthFunctions[9] = new NoiseDepthFunction() {
@Override
public void compute(float[] xyz, float turbulence) {
xyz[1] = -(float) Math.sin(xyz[0] - xyz[1] + xyz[2]) * turbulence;
}
};
}
/**
* Constructor stores the given noise generator.
* @param noiseGenerator
* the noise generator
*/
public TextureGeneratorMagic(NoiseGenerator noiseGenerator) {
super(noiseGenerator);
}
@Override
protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) {
float xyz[] = new float[3], turb;
int noisedepth = ((Number) tex.getFieldValue("noisedepth")).intValue();
float turbul = ((Number) tex.getFieldValue("turbul")).floatValue() / 5.0f;
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;
float[][] colorBand = this.computeColorband(tex, blenderContext);
BrightnessAndContrastData bacd = new BrightnessAndContrastData(tex);
byte[] data = new byte[width * height * depth * 4];
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) {
turb = turbul;
texvec[2] = dDelta * k;
xyz[0] = (float) Math.sin((texvec[0] + texvec[1] + texvec[2]) * 5.0f);
xyz[1] = (float) Math.cos((-texvec[0] + texvec[1] - texvec[2]) * 5.0f);
xyz[2] = -(float) Math.cos((-texvec[0] - texvec[1] + texvec[2]) * 5.0f);
if (colorBand != null) {
texres.intensity = FastMath.clamp(0.3333f * (xyz[0] + xyz[1] + xyz[2]), 0.0f, 1.0f);
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];
} else {
if (noisedepth > 0) {
xyz[0] *= turb;
xyz[1] *= turb;
xyz[2] *= turb;
for (int m=0;m<noisedepth;++m) {
noiseDepthFunctions[m].compute(xyz, turb);
}
}
if (turb != 0.0f) {
turb *= 2.0f;
xyz[0] /= turb;
xyz[1] /= turb;
xyz[2] /= turb;
}
texres.red = 0.5f - xyz[0];
texres.green = 0.5f - xyz[1];
texres.blue = 0.5f - xyz[2];
texres.alpha = 1.0f;
}
this.applyBrightnessAndContrast(bacd, texres);
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);
}
}
}
ArrayList<ByteBuffer> dataArray = new ArrayList<ByteBuffer>(1);
dataArray.add(BufferUtils.createByteBuffer(data));
return new Texture3D(new Image(Format.RGBA8, width, height, depth, dataArray));
}
private static interface NoiseDepthFunction {
void compute(float[] xyz, float turbulence);
}
}