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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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* 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 'blend' texture.
* @author Marcin Roguski (Kaelthas)
*/
public final class TextureGeneratorBlend extends TextureGenerator {
private static final IntensityFunction INTENSITY_FUNCTION[] = new IntensityFunction[7];
static {
INTENSITY_FUNCTION[0] = new IntensityFunction() {//Linear: stype = 0 (TEX_LIN)
@Override
public float getIntensity(float x, float y, float z) {
return (1.0f + x) * 0.5f;
}
};
INTENSITY_FUNCTION[1] = new IntensityFunction() {//Quad: stype = 1 (TEX_QUAD)
@Override
public float getIntensity(float x, float y, float z) {
float result = (1.0f + x) * 0.5f;
return result * result;
}
};
INTENSITY_FUNCTION[2] = new IntensityFunction() {//Ease: stype = 2 (TEX_EASE)
@Override
public float getIntensity(float x, float y, float z) {
float result = (1.0f + x) * 0.5f;
if (result <= 0.0f) {
return 0.0f;
} else if (result >= 1.0f) {
return 1.0f;
} else {
return result * result *(3.0f - 2.0f * result);
}
}
};
INTENSITY_FUNCTION[3] = new IntensityFunction() {//Diagonal: stype = 3 (TEX_DIAG)
@Override
public float getIntensity(float x, float y, float z) {
return (2.0f + x + y) * 0.25f;
}
};
INTENSITY_FUNCTION[4] = new IntensityFunction() {//Sphere: stype = 4 (TEX_SPHERE)
@Override
public float getIntensity(float x, float y, float z) {
float result = 1.0f - (float) Math.sqrt(x * x + y * y + z * z);
return result < 0.0f ? 0.0f : result;
}
};
INTENSITY_FUNCTION[5] = new IntensityFunction() {//Halo: stype = 5 (TEX_HALO)
@Override
public float getIntensity(float x, float y, float z) {
float result = 1.0f - (float) Math.sqrt(x * x + y * y + z * z);
return result <= 0.0f ? 0.0f : result * result;
}
};
INTENSITY_FUNCTION[6] = new IntensityFunction() {//Radial: stype = 6 (TEX_RAD)
@Override
public float getIntensity(float x, float y, float z) {
return (float) Math.atan2(y, x) * FastMath.INV_TWO_PI + 0.5f;
}
};
}
/**
* Constructor stores the given noise generator.
* @param noiseGenerator
* the noise generator
*/
public TextureGeneratorBlend(NoiseGenerator noiseGenerator) {
super(noiseGenerator);
}
@Override
protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) {
int flag = ((Number) tex.getFieldValue("flag")).intValue();
int stype = ((Number) tex.getFieldValue("stype")).intValue();
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, x, y;
float[][] colorBand = this.computeColorband(tex, blenderContext);
BrightnessAndContrastData bacd = new BrightnessAndContrastData(tex);
Format format = colorBand != null ? Format.RGBA8 : Format.Luminance8;
int bytesPerPixel = colorBand != null ? 4 : 1;
boolean flipped = (flag & NoiseGenerator.TEX_FLIPBLEND) != 0;
byte[] data = new byte[width * height * depth * bytesPerPixel];
for (int i = -halfW; i < halfW; ++i) {
x = wDelta * i;
for (int j = -halfH; j < halfH; ++j) {
if (flipped) {
y = x;
x = hDelta * j;
} else {
y = hDelta * j;
}
for (int k = -halfD; k < halfD; ++k) {
texres.intensity = INTENSITY_FUNCTION[stype].getIntensity(x, y, dDelta * k);
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];
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) (colorBand[colorbandIndex][3] * 255.0f);
} else {
this.applyBrightnessAndContrast(texres, bacd.contrast, bacd.brightness);
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));
}
private static interface IntensityFunction {
float getIntensity(float x, float y, float z);
}
}