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      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