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 '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