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1 /*
2  * Copyright (c) 2009-2010 jMonkeyEngine
3  * All rights reserved.
4  *
5  * Redistribution and use in source and binary forms, with or without
6  * modification, are permitted provided that the following conditions are
7  * met:
8  *
9  * * Redistributions of source code must retain the above copyright
10  *   notice, this list of conditions and the following disclaimer.
11  *
12  * * Redistributions in binary form must reproduce the above copyright
13  *   notice, this list of conditions and the following disclaimer in the
14  *   documentation and/or other materials provided with the distribution.
15  *
16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
17  *   may be used to endorse or promote products derived from this software
18  *   without specific prior written permission.
19  *
20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
28  * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
31  */
32 package com.jme3.scene.plugins.blender.textures;
33 
34 import com.jme3.math.FastMath;
35 import com.jme3.scene.plugins.blender.BlenderContext;
36 import com.jme3.scene.plugins.blender.file.Structure;
37 import com.jme3.texture.Image;
38 import com.jme3.texture.Image.Format;
39 import com.jme3.texture.Texture;
40 import com.jme3.texture.Texture3D;
41 import com.jme3.util.BufferUtils;
42 import java.nio.ByteBuffer;
43 import java.util.ArrayList;
44 
45 /**
46  * This class generates the 'blend' texture.
47  * @author Marcin Roguski (Kaelthas)
48  */
49 public final class TextureGeneratorBlend extends TextureGenerator {
50 
51     private static final IntensityFunction INTENSITY_FUNCTION[] = new IntensityFunction[7];
52     static {
53     	INTENSITY_FUNCTION[0] = new IntensityFunction() {//Linear: stype = 0 (TEX_LIN)
54 			@Override
55 			public float getIntensity(float x, float y, float z) {
56 				return (1.0f + x) * 0.5f;
57 			}
58 		};
59 		INTENSITY_FUNCTION[1] = new IntensityFunction() {//Quad: stype = 1 (TEX_QUAD)
60 			@Override
61 			public float getIntensity(float x, float y, float z) {
62 				float result = (1.0f + x) * 0.5f;
63 				return result * result;
64 			}
65 		};
66 		INTENSITY_FUNCTION[2] = new IntensityFunction() {//Ease: stype = 2 (TEX_EASE)
67 			@Override
68 			public float getIntensity(float x, float y, float z) {
69 				float result = (1.0f + x) * 0.5f;
70 				if (result <= 0.0f) {
71 					return 0.0f;
72 				} else if (result >= 1.0f) {
73 					return 1.0f;
74 				} else {
75 					return result * result *(3.0f - 2.0f * result);
76 				}
77 			}
78 		};
79 		INTENSITY_FUNCTION[3] = new IntensityFunction() {//Diagonal: stype = 3 (TEX_DIAG)
80 			@Override
81 			public float getIntensity(float x, float y, float z) {
82 				return (2.0f + x + y) * 0.25f;
83 			}
84 		};
85 		INTENSITY_FUNCTION[4] = new IntensityFunction() {//Sphere: stype = 4 (TEX_SPHERE)
86 			@Override
87 			public float getIntensity(float x, float y, float z) {
88 				float result = 1.0f - (float) Math.sqrt(x * x + y * y + z * z);
89 				return result < 0.0f ? 0.0f : result;
90 			}
91 		};
92 		INTENSITY_FUNCTION[5] = new IntensityFunction() {//Halo: stype = 5 (TEX_HALO)
93 			@Override
94 			public float getIntensity(float x, float y, float z) {
95 				float result = 1.0f - (float) Math.sqrt(x * x + y * y + z * z);
96 				return result <= 0.0f ? 0.0f : result * result;
97 			}
98 		};
99 		INTENSITY_FUNCTION[6] = new IntensityFunction() {//Radial: stype = 6 (TEX_RAD)
100 			@Override
101 			public float getIntensity(float x, float y, float z) {
102 				return (float) Math.atan2(y, x) * FastMath.INV_TWO_PI + 0.5f;
103 			}
104 		};
105     }
106 
107 	/**
108 	 * Constructor stores the given noise generator.
109 	 * @param noiseGenerator
110 	 *        the noise generator
111 	 */
TextureGeneratorBlend(NoiseGenerator noiseGenerator)112 	public TextureGeneratorBlend(NoiseGenerator noiseGenerator) {
113 		super(noiseGenerator);
114 	}
115 
116 	@Override
generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext)117 	protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) {
118 		int flag = ((Number) tex.getFieldValue("flag")).intValue();
119 		int stype = ((Number) tex.getFieldValue("stype")).intValue();
120 		TexturePixel texres = new TexturePixel();
121 		int halfW = width >> 1, halfH = height >> 1, halfD = depth >> 1, index = 0;
122 		float wDelta = 1.0f / halfW, hDelta = 1.0f / halfH, dDelta = 1.0f / halfD, x, y;
123 		float[][] colorBand = this.computeColorband(tex, blenderContext);
124 		BrightnessAndContrastData bacd = new BrightnessAndContrastData(tex);
125 		Format format = colorBand != null ? Format.RGBA8 : Format.Luminance8;
126 		int bytesPerPixel = colorBand != null ? 4 : 1;
127 		boolean flipped = (flag & NoiseGenerator.TEX_FLIPBLEND) != 0;
128 
129 		byte[] data = new byte[width * height * depth * bytesPerPixel];
130 		for (int i = -halfW; i < halfW; ++i) {
131 			x = wDelta * i;
132 			for (int j = -halfH; j < halfH; ++j) {
133 				if (flipped) {
134 					y = x;
135 					x = hDelta * j;
136 				} else {
137 					y = hDelta * j;
138 				}
139 				for (int k = -halfD; k < halfD; ++k) {
140 					texres.intensity = INTENSITY_FUNCTION[stype].getIntensity(x, y, dDelta * k);
141 
142 					if (colorBand != null) {
143 						int colorbandIndex = (int) (texres.intensity * 1000.0f);
144 						texres.red = colorBand[colorbandIndex][0];
145 						texres.green = colorBand[colorbandIndex][1];
146 						texres.blue = colorBand[colorbandIndex][2];
147 
148 						this.applyBrightnessAndContrast(bacd, texres);
149 						data[index++] = (byte) (texres.red * 255.0f);
150 						data[index++] = (byte) (texres.green * 255.0f);
151 						data[index++] = (byte) (texres.blue * 255.0f);
152 						data[index++] = (byte) (colorBand[colorbandIndex][3] * 255.0f);
153 					} else {
154 						this.applyBrightnessAndContrast(texres, bacd.contrast, bacd.brightness);
155 						data[index++] = (byte) (texres.intensity * 255.0f);
156 					}
157 				}
158 			}
159 		}
160 		ArrayList<ByteBuffer> dataArray = new ArrayList<ByteBuffer>(1);
161 		dataArray.add(BufferUtils.createByteBuffer(data));
162 		return new Texture3D(new Image(format, width, height, depth, dataArray));
163 	}
164 
165 	private static interface IntensityFunction {
getIntensity(float x, float y, float z)166 		float getIntensity(float x, float y, float z);
167 	}
168 }
169