1 /* 2 * 3 * $Id: noise.c 14611 2008-04-29 08:24:33Z campbellbarton $ 4 * 5 * ***** BEGIN GPL LICENSE BLOCK ***** 6 * 7 * This program is free software; you can redistribute it and/or 8 * modify it under the terms of the GNU General Public License 9 * as published by the Free Software Foundation; either version 2 10 * of the License, or (at your option) any later version. 11 * 12 * This program is distributed in the hope that it will be useful, 13 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * GNU General Public License for more details. 16 * 17 * You should have received a copy of the GNU General Public License 18 * along with this program; if not, write to the Free Software Foundation, 19 * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 20 * 21 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. 22 * All rights reserved. 23 * 24 * The Original Code is: all of this file. 25 * 26 * Contributor(s): none yet. 27 * 28 * ***** END GPL LICENSE BLOCK ***** 29 * 30 */ 31 package com.jme3.scene.plugins.blender.textures; 32 33 import com.jme3.math.FastMath; 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 'wood' texture. 46 * @author Marcin Roguski (Kaelthas) 47 */ 48 public class TextureGeneratorWood extends TextureGenerator { 49 // tex->noisebasis2 50 protected static final int TEX_SIN = 0; 51 protected static final int TEX_SAW = 1; 52 protected static final int TEX_TRI = 2; 53 54 // tex->stype 55 protected static final int TEX_BAND = 0; 56 protected static final int TEX_RING = 1; 57 protected static final int TEX_BANDNOISE = 2; 58 protected static final int TEX_RINGNOISE = 3; 59 60 // tex->noisetype 61 protected static final int TEX_NOISESOFT = 0; 62 protected static final int TEX_NOISEPERL = 1; 63 64 /** 65 * Constructor stores the given noise generator. 66 * @param noiseGenerator the noise generator 67 */ TextureGeneratorWood(NoiseGenerator noiseGenerator)68 public TextureGeneratorWood(NoiseGenerator noiseGenerator) { 69 super(noiseGenerator); 70 } 71 72 @Override generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext)73 protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) { 74 float[] texvec = new float[] { 0, 0, 0 }; 75 TexturePixel texres = new TexturePixel(); 76 int halfW = width >> 1; 77 int halfH = height >> 1; 78 int halfD = depth >> 1; 79 float wDelta = 1.0f / halfW, hDelta = 1.0f / halfH, dDelta = 1.0f / halfD; 80 81 float[][] colorBand = this.computeColorband(tex, blenderContext); 82 Format format = colorBand != null ? Format.RGBA8 : Format.Luminance8; 83 int bytesPerPixel = colorBand != null ? 4 : 1; 84 WoodIntensityData woodIntensityData = new WoodIntensityData(tex); 85 BrightnessAndContrastData bacd = new BrightnessAndContrastData(tex); 86 87 int index = 0; 88 byte[] data = new byte[width * height * depth * bytesPerPixel]; 89 for (int i = -halfW; i < halfW; ++i) { 90 texvec[0] = wDelta * i; 91 for (int j = -halfH; j < halfH; ++j) { 92 texvec[1] = hDelta * j; 93 for(int k = -halfD; k < halfD; ++k) { 94 texvec[2] = dDelta * k; 95 texres.intensity = this.woodIntensity(woodIntensityData, texvec[0], texvec[1], texvec[2]); 96 97 if (colorBand != null) { 98 int colorbandIndex = (int) (texres.intensity * 1000.0f); 99 texres.red = colorBand[colorbandIndex][0]; 100 texres.green = colorBand[colorbandIndex][1]; 101 texres.blue = colorBand[colorbandIndex][2]; 102 103 this.applyBrightnessAndContrast(bacd, texres); 104 105 data[index++] = (byte) (texres.red * 255.0f); 106 data[index++] = (byte) (texres.green * 255.0f); 107 data[index++] = (byte) (texres.blue * 255.0f); 108 data[index++] = (byte) (colorBand[colorbandIndex][3] * 255.0f); 109 } else { 110 this.applyBrightnessAndContrast(texres, bacd.contrast, bacd.brightness); 111 data[index++] = (byte) (texres.intensity * 255.0f); 112 } 113 } 114 } 115 } 116 117 ArrayList<ByteBuffer> dataArray = new ArrayList<ByteBuffer>(1); 118 dataArray.add(BufferUtils.createByteBuffer(data)); 119 return new Texture3D(new Image(format, width, height, depth, dataArray)); 120 } 121 122 protected static WaveForm[] waveformFunctions = new WaveForm[3]; 123 static { 124 waveformFunctions[0] = new WaveForm() {// sinus (TEX_SIN) 125 126 @Override 127 public float execute(float x) { 128 return 0.5f + 0.5f * (float) Math.sin(x); 129 } 130 }; 131 waveformFunctions[1] = new WaveForm() {// saw (TEX_SAW) 132 133 @Override 134 public float execute(float x) { 135 int n = (int) (x * FastMath.INV_TWO_PI); 136 x -= n * FastMath.TWO_PI; 137 if (x < 0.0f) { 138 x += FastMath.TWO_PI; 139 } 140 return x * FastMath.INV_TWO_PI; 141 } 142 }; 143 waveformFunctions[2] = new WaveForm() {// triangle (TEX_TRI) 144 145 @Override 146 public float execute(float x) { 147 return 1.0f - 2.0f * FastMath.abs((float) Math.floor(x * FastMath.INV_TWO_PI + 0.5f) - x * FastMath.INV_TWO_PI); 148 } 149 }; 150 } 151 152 /** 153 * Computes basic wood intensity value at x,y,z. 154 * @param woodIntData 155 * @param x X coordinate of the texture pixel 156 * @param y Y coordinate of the texture pixel 157 * @param z Z coordinate of the texture pixel 158 * @return wood intensity at position [x, y, z] 159 */ woodIntensity(WoodIntensityData woodIntData, float x, float y, float z)160 public float woodIntensity(WoodIntensityData woodIntData, float x, float y, float z) { 161 float result; 162 163 switch(woodIntData.woodType) { 164 case TEX_BAND: 165 result = woodIntData.waveformFunction.execute((x + y + z) * 10.0f); 166 break; 167 case TEX_RING: 168 result = woodIntData.waveformFunction.execute((float) Math.sqrt(x * x + y * y + z * z) * 20.0f); 169 break; 170 case TEX_BANDNOISE: 171 result = woodIntData.turbul * NoiseGenerator.NoiseFunctions.noise(x, y, z, woodIntData.noisesize, 0, woodIntData.noisebasis, woodIntData.isHard); 172 result = woodIntData.waveformFunction.execute((x + y + z) * 10.0f + result); 173 break; 174 case TEX_RINGNOISE: 175 result = woodIntData.turbul * NoiseGenerator.NoiseFunctions.noise(x, y, z, woodIntData.noisesize, 0, woodIntData.noisebasis, woodIntData.isHard); 176 result = woodIntData.waveformFunction.execute((float) Math.sqrt(x * x + y * y + z * z) * 20.0f + result); 177 break; 178 default: 179 result = 0; 180 } 181 return result; 182 } 183 184 /** 185 * A class that collects the data for wood intensity calculations. 186 * @author Marcin Roguski (Kaelthas) 187 */ 188 private static class WoodIntensityData { 189 public final WaveForm waveformFunction; 190 public final int noisebasis; 191 public final float noisesize; 192 public final float turbul; 193 public final int noiseType; 194 public final int woodType; 195 public final boolean isHard; 196 WoodIntensityData(Structure tex)197 public WoodIntensityData(Structure tex) { 198 int waveform = ((Number) tex.getFieldValue("noisebasis2")).intValue();//wave form: TEX_SIN=0, TEX_SAW=1, TEX_TRI=2 199 if (waveform > TEX_TRI || waveform < TEX_SIN) { 200 waveform = 0; // check to be sure noisebasis2 is initialized ahead of time 201 } 202 waveformFunction = waveformFunctions[waveform]; 203 noisebasis = ((Number) tex.getFieldValue("noisebasis")).intValue(); 204 woodType = ((Number) tex.getFieldValue("stype")).intValue(); 205 noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue(); 206 turbul = ((Number) tex.getFieldValue("turbul")).floatValue(); 207 noiseType = ((Number) tex.getFieldValue("noisetype")).intValue(); 208 isHard = noiseType != TEX_NOISESOFT; 209 } 210 } 211 212 protected static interface WaveForm { 213 execute(float x)214 float execute(float x); 215 } 216 } 217