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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 'clouds' texture.
47  * @author Marcin Roguski (Kaelthas)
48  */
49 public class TextureGeneratorClouds extends TextureGenerator {
50 	// tex->noisetype
51     protected static final int TEX_NOISESOFT = 0;
52     protected static final int TEX_NOISEPERL = 1;
53 
54     // tex->stype
55     protected static final int TEX_DEFAULT = 0;
56     protected static final int TEX_COLOR = 1;
57 
58 	/**
59 	 * Constructor stores the given noise generator.
60 	 * @param noiseGenerator
61 	 *        the noise generator
62 	 */
TextureGeneratorClouds(NoiseGenerator noiseGenerator)63 	public TextureGeneratorClouds(NoiseGenerator noiseGenerator) {
64 		super(noiseGenerator);
65 	}
66 
67 	@Override
generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext)68 	protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) {
69 		float[] texvec = new float[] { 0, 0, 0 };
70 		TexturePixel texres = new TexturePixel();
71 
72 		// reading the data from the texture structure
73 		float noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue();
74 		int noiseDepth = ((Number) tex.getFieldValue("noisedepth")).intValue();
75 		int noiseBasis = ((Number) tex.getFieldValue("noisebasis")).intValue();
76 		int noiseType = ((Number) tex.getFieldValue("noisetype")).intValue();
77 		boolean isHard = noiseType != TEX_NOISESOFT;
78 		int sType = ((Number) tex.getFieldValue("stype")).intValue();
79 		int halfW = width >> 1, halfH = height >> 1, halfD = depth >> 1, index = 0;
80 		float wDelta = 1.0f / halfW, hDelta = 1.0f / halfH, dDelta = 1.0f / halfD;
81 		float[][] colorBand = this.computeColorband(tex, blenderContext);
82 		Format format = sType == TEX_COLOR || colorBand != null ? Format.RGBA8 : Format.Luminance8;
83 		int bytesPerPixel = sType == TEX_COLOR || colorBand != null ? 4 : 1;
84 		BrightnessAndContrastData bacd = new BrightnessAndContrastData(tex);
85 
86 		byte[] data = new byte[width * height * depth * bytesPerPixel];
87 		for (int i = -halfW; i < halfW; ++i) {
88 			texvec[0] = wDelta * i;
89 			for (int j = -halfH; j < halfH; ++j) {
90 				texvec[1] = hDelta * j;
91 				for (int k = -halfD; k < halfD; ++k) {
92 					texvec[2] = dDelta * k;
93 					texres.intensity = NoiseGenerator.NoiseFunctions.turbulence(texvec[0], texvec[1], texvec[2], noisesize, noiseDepth, noiseBasis, isHard);
94 					texres.intensity = FastMath.clamp(texres.intensity, 0.0f, 1.0f);
95 					if (colorBand != null) {
96 						int colorbandIndex = (int) (texres.intensity * 1000.0f);
97 						texres.red = colorBand[colorbandIndex][0];
98 						texres.green = colorBand[colorbandIndex][1];
99 						texres.blue = colorBand[colorbandIndex][2];
100 
101 						this.applyBrightnessAndContrast(bacd, texres);
102 						data[index++] = (byte) (texres.red * 255.0f);
103 						data[index++] = (byte) (texres.green * 255.0f);
104 						data[index++] = (byte) (texres.blue * 255.0f);
105 						data[index++] = (byte) (colorBand[colorbandIndex][3] * 255.0f);
106 					} else if (sType == TEX_COLOR) {
107 						texres.red = texres.intensity;
108 						texres.green = NoiseGenerator.NoiseFunctions.turbulence(texvec[1], texvec[0], texvec[2], noisesize, noiseDepth, noiseBasis, isHard);
109 						texres.blue = NoiseGenerator.NoiseFunctions.turbulence(texvec[1], texvec[2], texvec[0], noisesize, noiseDepth, noiseBasis, isHard);
110 
111 						texres.green = FastMath.clamp(texres.green, 0.0f, 1.0f);
112 						texres.blue = FastMath.clamp(texres.blue, 0.0f, 1.0f);
113 
114 						this.applyBrightnessAndContrast(bacd, texres);
115 						data[index++] = (byte) (texres.red * 255.0f);
116 						data[index++] = (byte) (texres.green * 255.0f);
117 						data[index++] = (byte) (texres.blue * 255.0f);
118 						data[index++] = (byte) (255);//1.0f * 255.0f
119 					} else {
120 						this.applyBrightnessAndContrast(texres, bacd.contrast, bacd.brightness);
121 						data[index++] = (byte) (texres.intensity * 255.0f);
122 					}
123 				}
124 			}
125 		}
126 
127 		ArrayList<ByteBuffer> dataArray = new ArrayList<ByteBuffer>(1);
128 		dataArray.add(BufferUtils.createByteBuffer(data));
129 		return new Texture3D(new Image(format, width, height, depth, dataArray));
130 	}
131 }
132