/* * Copyright (c) 2009-2010 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'jMonkeyEngine' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package com.jme3.scene.plugins.blender.textures; import com.jme3.math.FastMath; import com.jme3.scene.plugins.blender.BlenderContext; import com.jme3.scene.plugins.blender.file.Structure; import com.jme3.texture.Image; import com.jme3.texture.Image.Format; import com.jme3.texture.Texture; import com.jme3.texture.Texture3D; import com.jme3.util.BufferUtils; import java.nio.ByteBuffer; import java.util.ArrayList; /** * This class generates the 'blend' texture. * @author Marcin Roguski (Kaelthas) */ public final class TextureGeneratorBlend extends TextureGenerator { private static final IntensityFunction INTENSITY_FUNCTION[] = new IntensityFunction[7]; static { INTENSITY_FUNCTION[0] = new IntensityFunction() {//Linear: stype = 0 (TEX_LIN) @Override public float getIntensity(float x, float y, float z) { return (1.0f + x) * 0.5f; } }; INTENSITY_FUNCTION[1] = new IntensityFunction() {//Quad: stype = 1 (TEX_QUAD) @Override public float getIntensity(float x, float y, float z) { float result = (1.0f + x) * 0.5f; return result * result; } }; INTENSITY_FUNCTION[2] = new IntensityFunction() {//Ease: stype = 2 (TEX_EASE) @Override public float getIntensity(float x, float y, float z) { float result = (1.0f + x) * 0.5f; if (result <= 0.0f) { return 0.0f; } else if (result >= 1.0f) { return 1.0f; } else { return result * result *(3.0f - 2.0f * result); } } }; INTENSITY_FUNCTION[3] = new IntensityFunction() {//Diagonal: stype = 3 (TEX_DIAG) @Override public float getIntensity(float x, float y, float z) { return (2.0f + x + y) * 0.25f; } }; INTENSITY_FUNCTION[4] = new IntensityFunction() {//Sphere: stype = 4 (TEX_SPHERE) @Override public float getIntensity(float x, float y, float z) { float result = 1.0f - (float) Math.sqrt(x * x + y * y + z * z); return result < 0.0f ? 0.0f : result; } }; INTENSITY_FUNCTION[5] = new IntensityFunction() {//Halo: stype = 5 (TEX_HALO) @Override public float getIntensity(float x, float y, float z) { float result = 1.0f - (float) Math.sqrt(x * x + y * y + z * z); return result <= 0.0f ? 0.0f : result * result; } }; INTENSITY_FUNCTION[6] = new IntensityFunction() {//Radial: stype = 6 (TEX_RAD) @Override public float getIntensity(float x, float y, float z) { return (float) Math.atan2(y, x) * FastMath.INV_TWO_PI + 0.5f; } }; } /** * Constructor stores the given noise generator. * @param noiseGenerator * the noise generator */ public TextureGeneratorBlend(NoiseGenerator noiseGenerator) { super(noiseGenerator); } @Override protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) { int flag = ((Number) tex.getFieldValue("flag")).intValue(); int stype = ((Number) tex.getFieldValue("stype")).intValue(); TexturePixel texres = new TexturePixel(); int halfW = width >> 1, halfH = height >> 1, halfD = depth >> 1, index = 0; float wDelta = 1.0f / halfW, hDelta = 1.0f / halfH, dDelta = 1.0f / halfD, x, y; float[][] colorBand = this.computeColorband(tex, blenderContext); BrightnessAndContrastData bacd = new BrightnessAndContrastData(tex); Format format = colorBand != null ? Format.RGBA8 : Format.Luminance8; int bytesPerPixel = colorBand != null ? 4 : 1; boolean flipped = (flag & NoiseGenerator.TEX_FLIPBLEND) != 0; byte[] data = new byte[width * height * depth * bytesPerPixel]; for (int i = -halfW; i < halfW; ++i) { x = wDelta * i; for (int j = -halfH; j < halfH; ++j) { if (flipped) { y = x; x = hDelta * j; } else { y = hDelta * j; } for (int k = -halfD; k < halfD; ++k) { texres.intensity = INTENSITY_FUNCTION[stype].getIntensity(x, y, dDelta * k); if (colorBand != null) { int colorbandIndex = (int) (texres.intensity * 1000.0f); texres.red = colorBand[colorbandIndex][0]; texres.green = colorBand[colorbandIndex][1]; texres.blue = colorBand[colorbandIndex][2]; this.applyBrightnessAndContrast(bacd, texres); data[index++] = (byte) (texres.red * 255.0f); data[index++] = (byte) (texres.green * 255.0f); data[index++] = (byte) (texres.blue * 255.0f); data[index++] = (byte) (colorBand[colorbandIndex][3] * 255.0f); } else { this.applyBrightnessAndContrast(texres, bacd.contrast, bacd.brightness); data[index++] = (byte) (texres.intensity * 255.0f); } } } } ArrayList dataArray = new ArrayList(1); dataArray.add(BufferUtils.createByteBuffer(data)); return new Texture3D(new Image(format, width, height, depth, dataArray)); } private static interface IntensityFunction { float getIntensity(float x, float y, float z); } }