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.scene.plugins.blender.BlenderContext;
35import com.jme3.scene.plugins.blender.file.Structure;
36import com.jme3.texture.Image;
37import com.jme3.texture.Image.Format;
38import com.jme3.texture.Texture;
39import com.jme3.texture.Texture3D;
40import com.jme3.util.BufferUtils;
41import java.nio.ByteBuffer;
42import java.util.ArrayList;
43
44/**
45 * This class generates the 'marble' texture.
46 * @author Marcin Roguski (Kaelthas)
47 */
48public class TextureGeneratorMarble extends TextureGeneratorWood {
49	// tex->stype
50    protected static final int TEX_SOFT = 0;
51    protected static final int TEX_SHARP = 1;
52    protected static final int TEX_SHARPER = 2;
53
54	/**
55	 * Constructor stores the given noise generator.
56	 * @param noiseGenerator
57	 *        the noise generator
58	 */
59	public TextureGeneratorMarble(NoiseGenerator noiseGenerator) {
60		super(noiseGenerator);
61	}
62
63	@Override
64	protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) {
65		float[] texvec = new float[] { 0, 0, 0 };
66		TexturePixel texres = new TexturePixel();
67		int halfW = width >> 1, halfH = height >> 1, halfD = depth >> 1, index = 0;
68		float wDelta = 1.0f / halfW, hDelta = 1.0f / halfH, dDelta = 1.0f / halfD;
69		float[][] colorBand = this.computeColorband(tex, blenderContext);
70		Format format = colorBand != null ? Format.RGBA8 : Format.Luminance8;
71		int bytesPerPixel = colorBand != null ? 4 : 1;
72		BrightnessAndContrastData bacd = new BrightnessAndContrastData(tex);
73		MarbleData marbleData = new MarbleData(tex);
74
75		byte[] data = new byte[width * height * depth * bytesPerPixel];
76		for (int i = -halfW; i < halfW; ++i) {
77			texvec[0] = wDelta * i;
78			for (int j = -halfH; j < halfH; ++j) {
79				texvec[1] = hDelta * j;
80				for (int k = -halfD; k < halfD; ++k) {
81					texvec[2] = dDelta * k;
82					texres.intensity = this.marbleInt(marbleData, texvec[0], texvec[1], texvec[2]);
83					if (colorBand != null) {
84						int colorbandIndex = (int) (texres.intensity * 1000.0f);
85						texres.red = colorBand[colorbandIndex][0];
86						texres.green = colorBand[colorbandIndex][1];
87						texres.blue = colorBand[colorbandIndex][2];
88
89						this.applyBrightnessAndContrast(bacd, texres);
90						data[index++] = (byte) (texres.red * 255.0f);
91						data[index++] = (byte) (texres.green * 255.0f);
92						data[index++] = (byte) (texres.blue * 255.0f);
93						data[index++] = (byte) (colorBand[colorbandIndex][3] * 255.0f);
94					} else {
95						this.applyBrightnessAndContrast(texres, bacd.contrast, bacd.brightness);
96						data[index++] = (byte) (texres.intensity * 255.0f);
97					}
98				}
99			}
100		}
101		ArrayList<ByteBuffer> dataArray = new ArrayList<ByteBuffer>(1);
102		dataArray.add(BufferUtils.createByteBuffer(data));
103		return new Texture3D(new Image(format, width, height, depth, dataArray));
104	}
105
106    public float marbleInt(MarbleData marbleData, float x, float y, float z) {
107    	int waveform;
108        if (marbleData.waveform > TEX_TRI || marbleData.waveform < TEX_SIN) {
109        	waveform = 0;
110        } else {
111        	waveform = marbleData.waveform;
112        }
113
114        float n = 5.0f * (x + y + z);
115        float mi = n + marbleData.turbul * NoiseGenerator.NoiseFunctions.turbulence(x, y, z, marbleData.noisesize, marbleData.noisedepth, marbleData.noisebasis, marbleData.isHard);
116
117        if (marbleData.stype >= TEX_SOFT) {
118            mi = waveformFunctions[waveform].execute(mi);
119            if (marbleData.stype == TEX_SHARP) {
120                mi = (float) Math.sqrt(mi);
121            } else if (marbleData.stype == TEX_SHARPER) {
122                mi = (float) Math.sqrt(Math.sqrt(mi));
123            }
124        }
125        return mi;
126    }
127
128    private static class MarbleData {
129    	public final float noisesize;
130    	public final int noisebasis;
131    	public final int noisedepth;
132    	public final int stype;
133    	public final float turbul;
134    	public final int waveform;
135    	public final boolean isHard;
136
137        public MarbleData(Structure tex) {
138        	noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue();
139            noisebasis = ((Number) tex.getFieldValue("noisebasis")).intValue();
140            noisedepth = ((Number) tex.getFieldValue("noisedepth")).intValue();
141            stype = ((Number) tex.getFieldValue("stype")).intValue();
142            turbul = ((Number) tex.getFieldValue("turbul")).floatValue();
143            int noisetype = ((Number) tex.getFieldValue("noisetype")).intValue();
144            waveform = ((Number) tex.getFieldValue("noisebasis2")).intValue();
145            isHard = noisetype != TEX_NOISESOFT;
146		}
147    }
148}
149