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 */
32package com.jme3.scene.plugins.blender.textures;
33
34import com.jme3.math.FastMath;
35import com.jme3.scene.plugins.blender.BlenderContext;
36import com.jme3.scene.plugins.blender.file.Structure;
37import com.jme3.texture.Image;
38import com.jme3.texture.Image.Format;
39import com.jme3.texture.Texture;
40import com.jme3.texture.Texture3D;
41import com.jme3.util.BufferUtils;
42import java.nio.ByteBuffer;
43import java.util.ArrayList;
44
45/**
46 * This class generates the 'clouds' texture.
47 * @author Marcin Roguski (Kaelthas)
48 */
49public 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