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 'magic' texture. 47 * @author Marcin Roguski (Kaelthas) 48 */ 49 public class TextureGeneratorMagic extends TextureGenerator { 50 private static NoiseDepthFunction[] noiseDepthFunctions = new NoiseDepthFunction[10]; 51 static { 52 noiseDepthFunctions[0] = new NoiseDepthFunction() { 53 @Override 54 public void compute(float[] xyz, float turbulence) { 55 xyz[1] = -(float) Math.cos(xyz[0] - xyz[1] + xyz[2]) * turbulence; 56 } 57 }; 58 noiseDepthFunctions[1] = new NoiseDepthFunction() { 59 @Override 60 public void compute(float[] xyz, float turbulence) { 61 xyz[0] = (float) Math.cos(xyz[0] - xyz[1] - xyz[2]) * turbulence; 62 } 63 }; 64 noiseDepthFunctions[2] = new NoiseDepthFunction() { 65 @Override 66 public void compute(float[] xyz, float turbulence) { 67 xyz[2] = (float) Math.sin(-xyz[0] - xyz[1] - xyz[2]) * turbulence; 68 } 69 }; 70 noiseDepthFunctions[3] = new NoiseDepthFunction() { 71 @Override 72 public void compute(float[] xyz, float turbulence) { 73 xyz[0] = -(float) Math.cos(-xyz[0] + xyz[1] - xyz[2]) * turbulence; 74 } 75 }; 76 noiseDepthFunctions[4] = new NoiseDepthFunction() { 77 @Override 78 public void compute(float[] xyz, float turbulence) { 79 xyz[1] = -(float) Math.sin(-xyz[0] + xyz[1] + xyz[2]) * turbulence; 80 } 81 }; 82 noiseDepthFunctions[5] = new NoiseDepthFunction() { 83 @Override 84 public void compute(float[] xyz, float turbulence) { 85 xyz[1] = -(float) Math.cos(-xyz[0] + xyz[1] + xyz[2]) * turbulence; 86 } 87 }; 88 noiseDepthFunctions[6] = new NoiseDepthFunction() { 89 @Override 90 public void compute(float[] xyz, float turbulence) { 91 xyz[0] = (float) Math.cos(xyz[0] + xyz[1] + xyz[2]) * turbulence; 92 } 93 }; 94 noiseDepthFunctions[7] = new NoiseDepthFunction() { 95 @Override 96 public void compute(float[] xyz, float turbulence) { 97 xyz[2] = (float) Math.sin(xyz[0] + xyz[1] - xyz[2]) * turbulence; 98 } 99 }; 100 noiseDepthFunctions[8] = new NoiseDepthFunction() { 101 @Override 102 public void compute(float[] xyz, float turbulence) { 103 xyz[0] = -(float) Math.cos(-xyz[0] - xyz[1] + xyz[2]) * turbulence; 104 } 105 }; 106 noiseDepthFunctions[9] = new NoiseDepthFunction() { 107 @Override 108 public void compute(float[] xyz, float turbulence) { 109 xyz[1] = -(float) Math.sin(xyz[0] - xyz[1] + xyz[2]) * turbulence; 110 } 111 }; 112 } 113 114 /** 115 * Constructor stores the given noise generator. 116 * @param noiseGenerator 117 * the noise generator 118 */ 119 public TextureGeneratorMagic(NoiseGenerator noiseGenerator) { 120 super(noiseGenerator); 121 } 122 123 @Override 124 protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) { 125 float xyz[] = new float[3], turb; 126 int noisedepth = ((Number) tex.getFieldValue("noisedepth")).intValue(); 127 float turbul = ((Number) tex.getFieldValue("turbul")).floatValue() / 5.0f; 128 float[] texvec = new float[] { 0, 0, 0 }; 129 TexturePixel texres = new TexturePixel(); 130 int halfW = width >> 1, halfH = height >> 1, halfD = depth >> 1, index = 0; 131 float wDelta = 1.0f / halfW, hDelta = 1.0f / halfH, dDelta = 1.0f / halfD; 132 float[][] colorBand = this.computeColorband(tex, blenderContext); 133 BrightnessAndContrastData bacd = new BrightnessAndContrastData(tex); 134 135 byte[] data = new byte[width * height * depth * 4]; 136 for (int i = -halfW; i < halfW; ++i) { 137 texvec[0] = wDelta * i; 138 for (int j = -halfH; j < halfH; ++j) { 139 texvec[1] = hDelta * j; 140 for (int k = -halfD; k < halfD; ++k) { 141 turb = turbul; 142 texvec[2] = dDelta * k; 143 xyz[0] = (float) Math.sin((texvec[0] + texvec[1] + texvec[2]) * 5.0f); 144 xyz[1] = (float) Math.cos((-texvec[0] + texvec[1] - texvec[2]) * 5.0f); 145 xyz[2] = -(float) Math.cos((-texvec[0] - texvec[1] + texvec[2]) * 5.0f); 146 147 if (colorBand != null) { 148 texres.intensity = FastMath.clamp(0.3333f * (xyz[0] + xyz[1] + xyz[2]), 0.0f, 1.0f); 149 int colorbandIndex = (int) (texres.intensity * 1000.0f); 150 texres.red = colorBand[colorbandIndex][0]; 151 texres.green = colorBand[colorbandIndex][1]; 152 texres.blue = colorBand[colorbandIndex][2]; 153 texres.alpha = colorBand[colorbandIndex][3]; 154 } else { 155 if (noisedepth > 0) { 156 xyz[0] *= turb; 157 xyz[1] *= turb; 158 xyz[2] *= turb; 159 for (int m=0;m<noisedepth;++m) { 160 noiseDepthFunctions[m].compute(xyz, turb); 161 } 162 } 163 164 if (turb != 0.0f) { 165 turb *= 2.0f; 166 xyz[0] /= turb; 167 xyz[1] /= turb; 168 xyz[2] /= turb; 169 } 170 texres.red = 0.5f - xyz[0]; 171 texres.green = 0.5f - xyz[1]; 172 texres.blue = 0.5f - xyz[2]; 173 texres.alpha = 1.0f; 174 } 175 this.applyBrightnessAndContrast(bacd, texres); 176 data[index++] = (byte) (texres.red * 255.0f); 177 data[index++] = (byte) (texres.green * 255.0f); 178 data[index++] = (byte) (texres.blue * 255.0f); 179 data[index++] = (byte) (texres.alpha * 255.0f); 180 } 181 } 182 } 183 ArrayList<ByteBuffer> dataArray = new ArrayList<ByteBuffer>(1); 184 dataArray.add(BufferUtils.createByteBuffer(data)); 185 return new Texture3D(new Image(Format.RGBA8, width, height, depth, dataArray)); 186 } 187 188 private static interface NoiseDepthFunction { 189 void compute(float[] xyz, float turbulence); 190 } 191 } 192