| /* |
| * 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 '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); |
| } |
| } |