| /* |
| * 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 |
| * 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. |
| */ |
| 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); |
| } |
| } |