/* * 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.scene.plugins.blender.textures.NoiseGenerator.NoiseFunction; 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 'distorted noise' texture. * @author Marcin Roguski (Kaelthas) */ public class TextureGeneratorDistnoise extends TextureGenerator { /** * Constructor stores the given noise generator. * @param noiseGenerator * the noise generator */ public TextureGeneratorDistnoise(NoiseGenerator noiseGenerator) { super(noiseGenerator); } @Override protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) { float noisesize = ((Number) tex.getFieldValue("noisesize")).floatValue(); float distAmount = ((Number) tex.getFieldValue("dist_amount")).floatValue(); int noisebasis = ((Number) tex.getFieldValue("noisebasis")).intValue(); int noisebasis2 = ((Number) tex.getFieldValue("noisebasis2")).intValue(); TexturePixel texres = new TexturePixel(); float[] texvec = new float[] { 0, 0, 0 }; 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; float[][] colorBand = this.computeColorband(tex, blenderContext); Format format = colorBand != null ? Format.RGBA8 : Format.Luminance8; int bytesPerPixel = colorBand != null ? 4 : 1; BrightnessAndContrastData bacd = new BrightnessAndContrastData(tex); byte[] data = new byte[width * height * depth * bytesPerPixel]; for (int i = -halfW; i < halfW; ++i) { texvec[0] = wDelta * i / noisesize; for (int j = -halfH; j < halfH; ++j) { texvec[1] = hDelta * j / noisesize; for (int k = -halfD; k < halfD; ++k) { texvec[2] = dDelta * k; texres.intensity = this.musgraveVariableLunacrityNoise(texvec[0], texvec[1], texvec[2], distAmount, noisebasis, noisebasis2); texres.intensity = FastMath.clamp(texres.intensity, 0.0f, 1.0f); 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)); } /** * "Variable Lacunarity Noise" A distorted variety of Perlin noise. This method is used to calculate distorted noise * texture. * @param x * @param y * @param z * @param distortion * @param nbas1 * @param nbas2 * @return */ private float musgraveVariableLunacrityNoise(float x, float y, float z, float distortion, int nbas1, int nbas2) { NoiseFunction abstractNoiseFunc1 = NoiseGenerator.noiseFunctions.get(Integer.valueOf(nbas1)); if (abstractNoiseFunc1 == null) { abstractNoiseFunc1 = NoiseGenerator.noiseFunctions.get(Integer.valueOf(0)); } NoiseFunction abstractNoiseFunc2 = NoiseGenerator.noiseFunctions.get(Integer.valueOf(nbas2)); if (abstractNoiseFunc2 == null) { abstractNoiseFunc2 = NoiseGenerator.noiseFunctions.get(Integer.valueOf(0)); } // get a random vector and scale the randomization float rx = abstractNoiseFunc1.execute(x + 13.5f, y + 13.5f, z + 13.5f) * distortion; float ry = abstractNoiseFunc1.execute(x, y, z) * distortion; float rz = abstractNoiseFunc1.execute(x - 13.5f, y - 13.5f, z - 13.5f) * distortion; return abstractNoiseFunc2.executeSigned(x + rx, y + ry, z + rz); //distorted-domain noise } }