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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.scene.plugins.blender.BlenderContext;
35 import com.jme3.scene.plugins.blender.file.Structure;
36 import com.jme3.texture.Image;
37 import com.jme3.texture.Image.Format;
38 import com.jme3.texture.Texture;
39 import com.jme3.texture.Texture3D;
40 import com.jme3.util.BufferUtils;
41 import java.nio.ByteBuffer;
42 import java.util.ArrayList;
43 
44 /**
45  * This class generates the 'marble' texture.
46  * @author Marcin Roguski (Kaelthas)
47  */
48 public class TextureGeneratorMarble extends TextureGeneratorWood {
49 	// tex->stype
50     protected static final int TEX_SOFT = 0;
51     protected static final int TEX_SHARP = 1;
52     protected static final int TEX_SHARPER = 2;
53 
54 	/**
55 	 * Constructor stores the given noise generator.
56 	 * @param noiseGenerator
57 	 *        the noise generator
58 	 */
TextureGeneratorMarble(NoiseGenerator noiseGenerator)59 	public TextureGeneratorMarble(NoiseGenerator noiseGenerator) {
60 		super(noiseGenerator);
61 	}
62 
63 	@Override
generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext)64 	protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) {
65 		float[] texvec = new float[] { 0, 0, 0 };
66 		TexturePixel texres = new TexturePixel();
67 		int halfW = width >> 1, halfH = height >> 1, halfD = depth >> 1, index = 0;
68 		float wDelta = 1.0f / halfW, hDelta = 1.0f / halfH, dDelta = 1.0f / halfD;
69 		float[][] colorBand = this.computeColorband(tex, blenderContext);
70 		Format format = colorBand != null ? Format.RGBA8 : Format.Luminance8;
71 		int bytesPerPixel = colorBand != null ? 4 : 1;
72 		BrightnessAndContrastData bacd = new BrightnessAndContrastData(tex);
73 		MarbleData marbleData = new MarbleData(tex);
74 
75 		byte[] data = new byte[width * height * depth * bytesPerPixel];
76 		for (int i = -halfW; i < halfW; ++i) {
77 			texvec[0] = wDelta * i;
78 			for (int j = -halfH; j < halfH; ++j) {
79 				texvec[1] = hDelta * j;
80 				for (int k = -halfD; k < halfD; ++k) {
81 					texvec[2] = dDelta * k;
82 					texres.intensity = this.marbleInt(marbleData, texvec[0], texvec[1], texvec[2]);
83 					if (colorBand != null) {
84 						int colorbandIndex = (int) (texres.intensity * 1000.0f);
85 						texres.red = colorBand[colorbandIndex][0];
86 						texres.green = colorBand[colorbandIndex][1];
87 						texres.blue = colorBand[colorbandIndex][2];
88 
89 						this.applyBrightnessAndContrast(bacd, texres);
90 						data[index++] = (byte) (texres.red * 255.0f);
91 						data[index++] = (byte) (texres.green * 255.0f);
92 						data[index++] = (byte) (texres.blue * 255.0f);
93 						data[index++] = (byte) (colorBand[colorbandIndex][3] * 255.0f);
94 					} else {
95 						this.applyBrightnessAndContrast(texres, bacd.contrast, bacd.brightness);
96 						data[index++] = (byte) (texres.intensity * 255.0f);
97 					}
98 				}
99 			}
100 		}
101 		ArrayList<ByteBuffer> dataArray = new ArrayList<ByteBuffer>(1);
102 		dataArray.add(BufferUtils.createByteBuffer(data));
103 		return new Texture3D(new Image(format, width, height, depth, dataArray));
104 	}
105 
marbleInt(MarbleData marbleData, float x, float y, float z)106     public float marbleInt(MarbleData marbleData, float x, float y, float z) {
107     	int waveform;
108         if (marbleData.waveform > TEX_TRI || marbleData.waveform < TEX_SIN) {
109         	waveform = 0;
110         } else {
111         	waveform = marbleData.waveform;
112         }
113 
114         float n = 5.0f * (x + y + z);
115         float mi = n + marbleData.turbul * NoiseGenerator.NoiseFunctions.turbulence(x, y, z, marbleData.noisesize, marbleData.noisedepth, marbleData.noisebasis, marbleData.isHard);
116 
117         if (marbleData.stype >= TEX_SOFT) {
118             mi = waveformFunctions[waveform].execute(mi);
119             if (marbleData.stype == TEX_SHARP) {
120                 mi = (float) Math.sqrt(mi);
121             } else if (marbleData.stype == TEX_SHARPER) {
122                 mi = (float) Math.sqrt(Math.sqrt(mi));
123             }
124         }
125         return mi;
126     }
127 
128     private static class MarbleData {
129     	public final float noisesize;
130     	public final int noisebasis;
131     	public final int noisedepth;
132     	public final int stype;
133     	public final float turbul;
134     	public final int waveform;
135     	public final boolean isHard;
136 
MarbleData(Structure tex)137         public MarbleData(Structure tex) {
138         	noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue();
139             noisebasis = ((Number) tex.getFieldValue("noisebasis")).intValue();
140             noisedepth = ((Number) tex.getFieldValue("noisedepth")).intValue();
141             stype = ((Number) tex.getFieldValue("stype")).intValue();
142             turbul = ((Number) tex.getFieldValue("turbul")).floatValue();
143             int noisetype = ((Number) tex.getFieldValue("noisetype")).intValue();
144             waveform = ((Number) tex.getFieldValue("noisebasis2")).intValue();
145             isHard = noisetype != TEX_NOISESOFT;
146 		}
147     }
148 }
149