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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 'stucci' texture.
46  * @author Marcin Roguski (Kaelthas)
47  */
48 public class TextureGeneratorStucci extends TextureGenerator {
49 	protected static final int TEX_NOISESOFT = 0;
50 
51 	/**
52 	 * Constructor stores the given noise generator.
53 	 * @param noiseGenerator
54 	 *        the noise generator
55 	 */
TextureGeneratorStucci(NoiseGenerator noiseGenerator)56 	public TextureGeneratorStucci(NoiseGenerator noiseGenerator) {
57 		super(noiseGenerator);
58 	}
59 
60 	@Override
generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext)61 	protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) {
62 		float noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue();
63 		int noisebasis = ((Number) tex.getFieldValue("noisebasis")).intValue();
64 		int noisetype = ((Number) tex.getFieldValue("noisetype")).intValue();
65 		float turbul = ((Number) tex.getFieldValue("turbul")).floatValue();
66 		boolean isHard = noisetype != TEX_NOISESOFT;
67 		int stype = ((Number) tex.getFieldValue("stype")).intValue();
68 
69 		if(noisesize<=0.001f) {//the texture goes black if this value is lower than 0.001f
70 			noisesize = 0.001f;
71 		}
72 
73 		float[] texvec = new float[] { 0, 0, 0 };
74 		TexturePixel texres = new TexturePixel();
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, noiseValue, ofs;;
77 		float[][] colorBand = this.computeColorband(tex, blenderContext);
78 		Format format = colorBand != null ? Format.RGBA8 : Format.Luminance8;
79 		int bytesPerPixel = colorBand != null ? 4 : 1;
80 
81 		byte[] data = new byte[width * height * depth * bytesPerPixel];
82 		for (int i = -halfW; i < halfW; ++i) {
83 			texvec[0] = wDelta * i;
84 			for (int j = -halfH; j < halfH; ++j) {
85 				texvec[1] = hDelta * j;
86 				for (int k = -halfD; k < halfD; ++k) {
87 					texvec[2] = dDelta * k;
88 					noiseValue = NoiseGenerator.NoiseFunctions.noise(texvec[0], texvec[1], texvec[2], noisesize, 0, noisebasis, isHard);
89 					ofs = turbul / 200.0f;
90 					if (stype != 0) {
91 						ofs *= noiseValue * noiseValue;
92 					}
93 
94 					texres.intensity = NoiseGenerator.NoiseFunctions.noise(texvec[0], texvec[1], texvec[2] + ofs, noisesize, 0, noisebasis, isHard);
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 						texres.alpha = colorBand[colorbandIndex][3];
101 					}
102 
103 					if (stype == NoiseGenerator.TEX_WALLOUT) {
104 						texres.intensity = 1.0f - texres.intensity;
105 					}
106 					if (texres.intensity < 0.0f) {
107 						texres.intensity = 0.0f;
108 					}
109 					//no brightness and contrast needed for stucci (it doesn't affect the texture)
110 					if (colorBand != null) {
111 						data[index++] = (byte) (texres.red * 255.0f);
112 						data[index++] = (byte) (texres.green * 255.0f);
113 						data[index++] = (byte) (texres.blue * 255.0f);
114 						data[index++] = (byte) (texres.alpha * 255.0f);
115 					} else {
116 						data[index++] = (byte) (texres.intensity * 255.0f);
117 					}
118 				}
119 			}
120 		}
121 		ArrayList<ByteBuffer> dataArray = new ArrayList<ByteBuffer>(1);
122 		dataArray.add(BufferUtils.createByteBuffer(data));
123 		return new Texture3D(new Image(format, width, height, depth, dataArray));
124 	}
125 }
126