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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.scene.plugins.blender.textures.NoiseGenerator.NoiseMath;
38 import com.jme3.texture.Image;
39 import com.jme3.texture.Image.Format;
40 import com.jme3.texture.Texture;
41 import com.jme3.texture.Texture3D;
42 import com.jme3.util.BufferUtils;
43 import java.nio.ByteBuffer;
44 import java.util.ArrayList;
45 
46 /**
47  * This class generates the 'voronoi' texture.
48  * @author Marcin Roguski (Kaelthas)
49  */
50 public class TextureGeneratorVoronoi extends TextureGenerator {
51 
52 	/**
53 	 * Constructor stores the given noise generator.
54 	 * @param noiseGenerator
55 	 *        the noise generator
56 	 */
TextureGeneratorVoronoi(NoiseGenerator noiseGenerator)57 	public TextureGeneratorVoronoi(NoiseGenerator noiseGenerator) {
58 		super(noiseGenerator);
59 	}
60 
61 	@Override
generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext)62 	protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) {
63 		float voronoiWeight1 = ((Number) tex.getFieldValue("vn_w1")).floatValue();
64 		float voronoiWeight2 = ((Number) tex.getFieldValue("vn_w2")).floatValue();
65 		float voronoiWeight3 = ((Number) tex.getFieldValue("vn_w3")).floatValue();
66 		float voronoiWeight4 = ((Number) tex.getFieldValue("vn_w4")).floatValue();
67 		float noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue();
68 		float outscale = ((Number) tex.getFieldValue("ns_outscale")).floatValue();
69 		float mexp = ((Number) tex.getFieldValue("vn_mexp")).floatValue();
70 		int distm = ((Number) tex.getFieldValue("vn_distm")).intValue();
71 		int voronoiColorType = ((Number) tex.getFieldValue("vn_coltype")).intValue();
72 
73 		TexturePixel texres = new TexturePixel();
74 		float[] texvec = new float[] { 0, 0, 0 };
75 		int halfW = width >> 1, halfH = height >> 1, halfD = depth >> 1, index = 0;
76 		float wDelta = 1.0f / halfW, hDelta = 1.0f / halfH, dDelta = 1.0f / halfD;
77 
78 		float[][] colorBand = this.computeColorband(tex, blenderContext);
79 		Format format = voronoiColorType != 0 || colorBand != null ? Format.RGBA8 : Format.Luminance8;
80 		int bytesPerPixel = voronoiColorType != 0 || colorBand != null ? 4 : 1;
81 		BrightnessAndContrastData bacd = new BrightnessAndContrastData(tex);
82 
83 		float[] da = new float[4], pa = new float[12];
84 		float[] hashPoint = voronoiColorType != 0 ? new float[3] : null;
85 		float[] voronoiWeights = new float[] {FastMath.abs(voronoiWeight1), FastMath.abs(voronoiWeight2),
86 											  FastMath.abs(voronoiWeight3), FastMath.abs(voronoiWeight4)};
87 		float weight;
88 		float sc = voronoiWeights[0] + voronoiWeights[1] + voronoiWeights[2] + voronoiWeights[3];
89 		if (sc != 0.0f) {
90 			sc = outscale / sc;
91 		}
92 
93 		byte[] data = new byte[width * height * depth * bytesPerPixel];
94 		for (int i = -halfW; i < halfW; ++i) {
95 			texvec[0] = wDelta * i / noisesize;
96 			for (int j = -halfH; j < halfH; ++j) {
97 				texvec[1] = hDelta * j / noisesize;
98 				for (int k = -halfD; k < halfD; ++k) {
99 					texvec[2] = dDelta * k;
100 					NoiseGenerator.NoiseFunctions.voronoi(texvec[0], texvec[1], texvec[2], da, pa, mexp, distm);
101 					texres.intensity = sc * FastMath.abs(voronoiWeight1 * da[0] + voronoiWeight2 * da[1] + voronoiWeight3 * da[2] + voronoiWeight4 * da[3]);
102 					if(texres.intensity>1.0f) {
103 						texres.intensity = 1.0f;
104 					} else if(texres.intensity<0.0f) {
105 						texres.intensity = 0.0f;
106 					}
107 
108 					if (colorBand != null) {//colorband ALWAYS goes first and covers the color (if set)
109 						int colorbandIndex = (int) (texres.intensity * 1000.0f);
110 						texres.red = colorBand[colorbandIndex][0];
111 						texres.green = colorBand[colorbandIndex][1];
112 						texres.blue = colorBand[colorbandIndex][2];
113 						texres.alpha = colorBand[colorbandIndex][3];
114 					} else if (voronoiColorType != 0) {
115 						texres.red = texres.green = texres.blue = 0.0f;
116 						texres.alpha = 1.0f;
117 						for(int m=0; m<12; m+=3) {
118 							weight = voronoiWeights[m/3];
119 							this.cellNoiseV(pa[m], pa[m + 1], pa[m + 2], hashPoint);
120 							texres.red += weight * hashPoint[0];
121 							texres.green += weight * hashPoint[1];
122 							texres.blue += weight * hashPoint[2];
123 						}
124 						if (voronoiColorType >= 2) {
125 							float t1 = (da[1] - da[0]) * 10.0f;
126 							if (t1 > 1.0f) {
127 								t1 = 1.0f;
128 							}
129 							if (voronoiColorType == 3) {
130 								t1 *= texres.intensity;
131 							} else {
132 								t1 *= sc;
133 							}
134 							texres.red *= t1;
135 							texres.green *= t1;
136 							texres.blue *= t1;
137 						} else {
138 							texres.red *= sc;
139 							texres.green *= sc;
140 							texres.blue *= sc;
141 						}
142 					}
143 
144 					if (voronoiColorType != 0 || colorBand != null) {
145 						this.applyBrightnessAndContrast(bacd, texres);
146 						data[index++] = (byte) (texres.red * 255.0f);
147 						data[index++] = (byte) (texres.green * 255.0f);
148 						data[index++] = (byte) (texres.blue * 255.0f);
149 						data[index++] = (byte) (texres.alpha * 255.0f);
150 					} else {
151 						this.applyBrightnessAndContrast(texres, bacd.contrast, bacd.brightness);
152 						data[index++] = (byte) (texres.intensity * 255.0f);
153 					}
154 				}
155 			}
156 		}
157 		ArrayList<ByteBuffer> dataArray = new ArrayList<ByteBuffer>(1);
158 		dataArray.add(BufferUtils.createByteBuffer(data));
159 		return new Texture3D(new Image(format, width, height, depth, dataArray));
160 	}
161 
162 	/**
163      * Returns a vector/point/color in ca, using point hasharray directly
164      */
cellNoiseV(float x, float y, float z, float[] hashPoint)165     private void cellNoiseV(float x, float y, float z, float[] hashPoint) {
166         int xi = (int) Math.floor(x);
167         int yi = (int) Math.floor(y);
168         int zi = (int) Math.floor(z);
169         NoiseMath.hash(xi, yi, zi, hashPoint);
170     }
171 }
172