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.texture.Image; 38 import com.jme3.texture.Image.Format; 39 import com.jme3.texture.Texture; 40 import com.jme3.texture.Texture3D; 41 import com.jme3.util.BufferUtils; 42 import java.nio.ByteBuffer; 43 import java.util.ArrayList; 44 45 /** 46 * This class generates the 'clouds' texture. 47 * @author Marcin Roguski (Kaelthas) 48 */ 49 public class TextureGeneratorClouds extends TextureGenerator { 50 // tex->noisetype 51 protected static final int TEX_NOISESOFT = 0; 52 protected static final int TEX_NOISEPERL = 1; 53 54 // tex->stype 55 protected static final int TEX_DEFAULT = 0; 56 protected static final int TEX_COLOR = 1; 57 58 /** 59 * Constructor stores the given noise generator. 60 * @param noiseGenerator 61 * the noise generator 62 */ 63 public TextureGeneratorClouds(NoiseGenerator noiseGenerator) { 64 super(noiseGenerator); 65 } 66 67 @Override 68 protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) { 69 float[] texvec = new float[] { 0, 0, 0 }; 70 TexturePixel texres = new TexturePixel(); 71 72 // reading the data from the texture structure 73 float noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue(); 74 int noiseDepth = ((Number) tex.getFieldValue("noisedepth")).intValue(); 75 int noiseBasis = ((Number) tex.getFieldValue("noisebasis")).intValue(); 76 int noiseType = ((Number) tex.getFieldValue("noisetype")).intValue(); 77 boolean isHard = noiseType != TEX_NOISESOFT; 78 int sType = ((Number) tex.getFieldValue("stype")).intValue(); 79 int halfW = width >> 1, halfH = height >> 1, halfD = depth >> 1, index = 0; 80 float wDelta = 1.0f / halfW, hDelta = 1.0f / halfH, dDelta = 1.0f / halfD; 81 float[][] colorBand = this.computeColorband(tex, blenderContext); 82 Format format = sType == TEX_COLOR || colorBand != null ? Format.RGBA8 : Format.Luminance8; 83 int bytesPerPixel = sType == TEX_COLOR || colorBand != null ? 4 : 1; 84 BrightnessAndContrastData bacd = new BrightnessAndContrastData(tex); 85 86 byte[] data = new byte[width * height * depth * bytesPerPixel]; 87 for (int i = -halfW; i < halfW; ++i) { 88 texvec[0] = wDelta * i; 89 for (int j = -halfH; j < halfH; ++j) { 90 texvec[1] = hDelta * j; 91 for (int k = -halfD; k < halfD; ++k) { 92 texvec[2] = dDelta * k; 93 texres.intensity = NoiseGenerator.NoiseFunctions.turbulence(texvec[0], texvec[1], texvec[2], noisesize, noiseDepth, noiseBasis, isHard); 94 texres.intensity = FastMath.clamp(texres.intensity, 0.0f, 1.0f); 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]; 100 101 this.applyBrightnessAndContrast(bacd, texres); 102 data[index++] = (byte) (texres.red * 255.0f); 103 data[index++] = (byte) (texres.green * 255.0f); 104 data[index++] = (byte) (texres.blue * 255.0f); 105 data[index++] = (byte) (colorBand[colorbandIndex][3] * 255.0f); 106 } else if (sType == TEX_COLOR) { 107 texres.red = texres.intensity; 108 texres.green = NoiseGenerator.NoiseFunctions.turbulence(texvec[1], texvec[0], texvec[2], noisesize, noiseDepth, noiseBasis, isHard); 109 texres.blue = NoiseGenerator.NoiseFunctions.turbulence(texvec[1], texvec[2], texvec[0], noisesize, noiseDepth, noiseBasis, isHard); 110 111 texres.green = FastMath.clamp(texres.green, 0.0f, 1.0f); 112 texres.blue = FastMath.clamp(texres.blue, 0.0f, 1.0f); 113 114 this.applyBrightnessAndContrast(bacd, texres); 115 data[index++] = (byte) (texres.red * 255.0f); 116 data[index++] = (byte) (texres.green * 255.0f); 117 data[index++] = (byte) (texres.blue * 255.0f); 118 data[index++] = (byte) (255);//1.0f * 255.0f 119 } else { 120 this.applyBrightnessAndContrast(texres, bacd.contrast, bacd.brightness); 121 data[index++] = (byte) (texres.intensity * 255.0f); 122 } 123 } 124 } 125 } 126 127 ArrayList<ByteBuffer> dataArray = new ArrayList<ByteBuffer>(1); 128 dataArray.add(BufferUtils.createByteBuffer(data)); 129 return new Texture3D(new Image(format, width, height, depth, dataArray)); 130 } 131 } 132